diff options
author | Kenneth Russel <[email protected]> | 2003-06-25 09:05:29 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2003-06-25 09:05:29 +0000 |
commit | 2179980ed660ef66a9c064d153c5de7994d431ab (patch) | |
tree | 926fa0ccc31737ad9753a64bf0451dd818652d1b /src/demos/proceduralTexturePhysics/Water.java | |
parent | 1a1ad3a33b2932187410bc8bb4bf44362a26c8b0 (diff) |
Split up net.java.games.util; moved GLUT and BufferUtils into
net.java.games.jogl.util, and moved demo-specific utility classes into
jogl-demos project under demos.util. Added nearly all JavaOne demos
into jogl-demos project; rewrote where necessary to use
ClassLoader.getResourceAsStream() instead of flat files, put into
packages and added to Makefile. Added gleem to jogl-demos project.
Added jogl.jar build rule.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@3 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/proceduralTexturePhysics/Water.java')
-rw-r--r-- | src/demos/proceduralTexturePhysics/Water.java | 2055 |
1 files changed, 2055 insertions, 0 deletions
diff --git a/src/demos/proceduralTexturePhysics/Water.java b/src/demos/proceduralTexturePhysics/Water.java new file mode 100644 index 0000000..6a52d15 --- /dev/null +++ b/src/demos/proceduralTexturePhysics/Water.java @@ -0,0 +1,2055 @@ +/* + * Portions Copyright (C) 2003 Sun Microsystems, Inc. + * All rights reserved. + */ + +/* + * + * COPYRIGHT NVIDIA CORPORATION 2003. ALL RIGHTS RESERVED. + * BY ACCESSING OR USING THIS SOFTWARE, YOU AGREE TO: + * + * 1) ACKNOWLEDGE NVIDIA'S EXCLUSIVE OWNERSHIP OF ALL RIGHTS + * IN AND TO THE SOFTWARE; + * + * 2) NOT MAKE OR DISTRIBUTE COPIES OF THE SOFTWARE WITHOUT + * INCLUDING THIS NOTICE AND AGREEMENT; + * + * 3) ACKNOWLEDGE THAT TO THE MAXIMUM EXTENT PERMITTED BY + * APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND + * THAT NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, + * EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED + * TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS + * FOR A PARTICULAR PURPOSE. + * + * IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY + * SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES + * WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS + * OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS + * INFORMATION, OR ANY OTHER PECUNIARY LOSS), INCLUDING ATTORNEYS' + * FEES, RELATING TO THE USE OF OR INABILITY TO USE THIS SOFTWARE, + * EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + */ + +package demos.proceduralTexturePhysics; + +import java.awt.Image; +import java.awt.image.*; +import java.io.*; +import java.text.*; +import java.util.*; + +import gleem.linalg.*; +import net.java.games.jogl.*; +import demos.util.*; + +/** + * Auxiliary Water simulation class used by ProceduralTexturePhysics + * main loop. Demonstration by NVidia Corporation. + * + * <P> + * + * Ported to Java by Kenneth Russell + */ + +public class Water { + // Note: this class is organized differently than most of the demos + // due to the fact that it is used for two purposes: when the + // pbuffer's context is current it is used to update the cellular + // automata, and when the parent drawable's context is current it is + // used to render the water geometry (with the parent drawable's GL + // object). + + // Rendering modes + public static final int CA_FULLSCREEN_REFLECT = 0; + public static final int CA_FULLSCREEN_FORCE = 1; + public static final int CA_FULLSCREEN_HEIGHT = 2; + public static final int CA_FULLSCREEN_NORMALMAP = 3; + public static final int CA_TILED_THREE_WINDOWS = 4; + public static final int CA_DO_NOT_RENDER = 5; + + private int[] initialMapDimensions = new int[2]; + private TGAImage initialMap; + + private String tmpSpinFilename; + private String tmpDropletFilename; + private String tmpCubeMapFilenamePattern; + + private GLDrawable pbuffer; + private Rotf cameraOrientation = new Rotf(); + + // Static texture names + private static final int CA_TEXTURE_INITIAL_MAP = 0; + private static final int CA_TEXTURE_SPIN = 1; + private static final int CA_TEXTURE_DROPLET = 2; + private static final int CA_TEXTURE_CUBEMAP = 3; + private static final int CA_NUM_STATIC_TEXTURES = 4; + + // Dynamic texture names + private static final int CA_TEXTURE_FORCE_INTERMEDIATE = 0; + private static final int CA_TEXTURE_FORCE_TARGET = 1; + private static final int CA_TEXTURE_VELOCITY_SOURCE = 2; + private static final int CA_TEXTURE_VELOCITY_TARGET = 3; + private static final int CA_TEXTURE_HEIGHT_SOURCE = 4; + private static final int CA_TEXTURE_HEIGHT_TARGET = 5; + private static final int CA_TEXTURE_NORMAL_MAP = 6; + private static final int CA_NUM_DYNAMIC_TEXTURES = 7; + + // List names + private static final int CA_REGCOMBINER_EQ_WEIGHT_COMBINE = 0; + private static final int CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_1 = 1; + private static final int CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_2 = 2; + private static final int CA_REGCOMBINER_APPLY_FORCE = 3; + private static final int CA_REGCOMBINER_APPLY_VELOCITY = 4; + private static final int CA_REGCOMBINER_CREATE_NORMAL_MAP = 5; + private static final int CA_TEXTURE_SHADER_REFLECT = 6; + private static final int CA_DRAW_SCREEN_QUAD = 7; + private static final int CA_NUM_LISTS = 8; + + private int[] staticTextureIDs = new int[CA_NUM_STATIC_TEXTURES]; + private int[] dynamicTextureIDs = new int[CA_NUM_DYNAMIC_TEXTURES]; + + private int texHeightInput; // current input height texture ID. + private int texHeightOutput; // current output height texture ID. + private int texVelocityInput; // current input velocity texture ID. + private int texVelocityOutput; // current output velocity texture ID. + private int texForceStepOne; // intermediate force computation result texture ID. + private int texForceOutput; // current output force texture ID. + + private int[] displayListIDs = new int[CA_NUM_LISTS]; + + private int vertexProgramID; // one vertex shader is used to choose the texcoord offset + + private int flipState; // used to flip target texture configurations. + + private boolean wrap; // CA can either wrap its borders, or clamp (clamp by default) + private boolean reset = true; // are we resetting this frame? (user hit reset). + private boolean singleStep; // animation step on keypress. + private boolean animate = true; // continuous animation. + private boolean slow = true; // run slow. + private boolean wireframe; // render in wireframe mode + private boolean applyInteriorBoundaries = true; // enable / disable "boundary" image drawing. + private boolean spinLogo = true; // draw spinning logo. + private boolean createNormalMap = true; // enable / disable normal map creation. + + private float perTexelWidth; // width of a texel (percentage of texture) + private float perTexelHeight; // height of a texel + + private float blurDist = 0.5f; // distance over which to blur. + private boolean mustUpdateBlurOffsets; // flag indicating blurDist was set last tick + + private float normalSTScale = 0.8f; // scale of normals in normal map. + private float bumpScale = 0.25f; // scale of bumps in water. + + private float dropletFrequency = 0.175f; // frequency at which droplets are drawn in water... + + private int slowDelay = 15; // amount (milliseconds) to delay when running slow. + private int skipInterval; // frames to skip simulation. + private int skipCount; // frame count for skipping rendering + + private int angle; // angle in degrees for spinning logo + + private List/*<Droplet>*/ droplets = new ArrayList/*<Droplet>*/(); // array of droplets + + private int renderMode; + + // Constant memory locations + private static final int CV_WORLDVIEWPROJ_0 = 0; + private static final int CV_WORLDVIEWPROJ_1 = 1; + private static final int CV_WORLDVIEWPROJ_2 = 2; + private static final int CV_WORLDVIEWPROJ_3 = 3; + + private static final int CV_UV_OFFSET_TO_USE = 4; + + private static final int CV_UV_T0_NO_OFFSET = 8; + private static final int CV_UV_T0_TYPE1 = 9; + private static final int CV_UV_T0_TYPE2 = 10; + private static final int CV_UV_T0_TYPE3 = 11; + private static final int CV_UV_T0_TYPE4 = 12; + + private static final int CV_UV_T1_NO_OFFSET = 13; + private static final int CV_UV_T1_TYPE1 = 14; + private static final int CV_UV_T1_TYPE2 = 15; + private static final int CV_UV_T1_TYPE3 = 16; + private static final int CV_UV_T1_TYPE4 = 17; + + private static final int CV_UV_T2_NO_OFFSET = 18; + private static final int CV_UV_T2_TYPE1 = 19; + private static final int CV_UV_T2_TYPE2 = 20; + private static final int CV_UV_T2_TYPE3 = 21; + private static final int CV_UV_T2_TYPE4 = 22; + + private static final int CV_UV_T3_NO_OFFSET = 23; + private static final int CV_UV_T3_TYPE1 = 24; + private static final int CV_UV_T3_TYPE2 = 25; + private static final int CV_UV_T3_TYPE3 = 26; + private static final int CV_UV_T3_TYPE4 = 27; + + private static final int CV_CONSTS_1 = 28; + + public void initialize(String initialMapFilename, + String spinFilename, + String dropletFilename, + String cubeMapFilenamePattern, + GLDrawable parentWindow) { + loadInitialTexture(initialMapFilename); + tmpSpinFilename = spinFilename; + tmpDropletFilename = dropletFilename; + tmpCubeMapFilenamePattern = cubeMapFilenamePattern; + + // create the pbuffer. Will use this as an offscreen rendering buffer. + // it allows rendering a texture larger than our window. + if (!parentWindow.canCreateOffscreenDrawable()) { + throw new GLException("Parent window doesn't support creation of pbuffers"); + } + GLCapabilities caps = new GLCapabilities(); + caps.setDoubleBuffered(false); + pbuffer = parentWindow.createOffscreenDrawable(caps, + initialMapDimensions[0], + initialMapDimensions[1]); + pbuffer.addGLEventListener(new Listener()); + } + + public void tick() { + pbuffer.display(); + } + + public void draw(GL gl, Rotf cameraOrientation) { + this.cameraOrientation.set(cameraOrientation); + + if (skipCount >= skipInterval && renderMode != CA_DO_NOT_RENDER) { + skipCount = 0; + // Display the results of the rendering to texture + if (wireframe) { + gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE); + + // chances are the texture will be all dark, so lets not use a texture + gl.glDisable(GL.GL_TEXTURE_2D); + } else { + gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL); + + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glEnable(GL.GL_TEXTURE_2D); + } + + switch (renderMode) { + case CA_FULLSCREEN_REFLECT: { + // include bump scale... + Mat4f bscale = new Mat4f(); + bscale.makeIdent(); + bscale.set(0, 0, bumpScale); + bscale.set(1, 1, bumpScale); + Mat4f rot = new Mat4f(); + rot.makeIdent(); + rot.setRotation(cameraOrientation); + Mat4f matRot = rot.mul(bscale); + + gl.glCallList(displayListIDs[CA_TEXTURE_SHADER_REFLECT]); + + // Draw quad over full display + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]); + gl.glDisable(GL.GL_TEXTURE_2D); + gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB); + gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP_ARB, staticTextureIDs[CA_TEXTURE_CUBEMAP]); + gl.glEnable(GL.GL_TEXTURE_2D); + + gl.glColor4f(1, 1, 1, 1); + gl.glBegin(GL.GL_QUADS); + + gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 0,0); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), 1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), 1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1); + gl.glVertex2f(-1,-1); + + gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 1,0); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), -1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), 1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1); + gl.glVertex2f( 1,-1); + + gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 1,1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), -1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), -1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1); + gl.glVertex2f( 1, 1); + + gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 0,1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), 1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), -1); + gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1); + gl.glVertex2f(-1, 1); + + gl.glEnd(); + + gl.glDisable(GL.GL_TEXTURE_SHADER_NV); + gl.glDisable(GL.GL_REGISTER_COMBINERS_NV); + + break; + } + + case CA_FULLSCREEN_NORMALMAP: { + // Draw quad over full display + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]); + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + break; + } + + case CA_FULLSCREEN_HEIGHT: { + // Draw quad over full display + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput); + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + break; + } + + case CA_FULLSCREEN_FORCE: { + // Draw quad over full display + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]); + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + break; + } + + case CA_TILED_THREE_WINDOWS: { + // Draw quad over full display + // lower left + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glPushMatrix(); + + gl.glTranslatef(-0.5f, -0.5f, 0); + gl.glScalef(0.5f, 0.5f, 1); + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + gl.glPopMatrix(); + + // lower right + gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityOutput); + gl.glPushMatrix(); + + gl.glTranslatef(0.5f, -0.5f, 0); + gl.glScalef(0.5f, 0.5f, 1); + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + gl.glPopMatrix(); + + // upper left + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glPushMatrix(); + + gl.glTranslatef(-0.5f, 0.5f, 0); + gl.glScalef(0.5f, 0.5f, 1); + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + gl.glPopMatrix(); + + // upper right + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glPushMatrix(); + + gl.glTranslatef(0.5f, 0.5f, 0); + gl.glScalef(0.5f, 0.5f, 1); + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + gl.glPopMatrix(); + + break; + } + } + } else { + // skip rendering this frame + skipCount++; + } + } + + public void singleStep() { singleStep = true; } + public void enableAnimation(boolean enable) { animate = enable; } + public void enableSlowAnimation(boolean enable) { slow = enable; } + public void reset() { reset = true; } + public void setRenderMode(int mode) { renderMode = mode; } + + public void enableWireframe(boolean enable) { wireframe = enable; } + public void enableBorderWrapping(boolean enable) { wrap = enable; } + + public void enableBoundaryApplication(boolean enable) { applyInteriorBoundaries = enable; } + public void enableSpinningLogo(boolean enable) { spinLogo = enable; } + + public void setBlurDistance(float distance) { blurDist = distance; + mustUpdateBlurOffsets = true; } + public float getBlurDistance() { return blurDist; } + + public void setBumpScale(float scale) { bumpScale = scale; } + public float getBumpScale() { return bumpScale; } + + public void setDropFrequency(float frequency) { dropletFrequency = frequency; } + public float getDropFrequency() { return dropletFrequency; } + + public static class Droplet { + private float rX; + private float rY; + private float rScale; + + Droplet(float rX, float rY, float rScale) { + this.rX = rX; + this.rY = rY; + this.rScale = rScale; + } + + float rX() { return rX; } + float rY() { return rY; } + float rScale() { return rScale; } + } + + public synchronized void addDroplet(Droplet drop) { + droplets.add(drop); + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + class Listener implements GLEventListener { + public void init(GLDrawable drawable) { + GL gl = drawable.getGL(); + GLU glu = drawable.getGLU(); + + initOpenGL(gl, glu); + } + + public void display(GLDrawable drawable) { + GL gl = drawable.getGL(); + if (mustUpdateBlurOffsets) { + updateBlurVertOffset(gl); + mustUpdateBlurOffsets = false; + } + + // Take a single step in the cellular automaton + + // Disable culling + gl.glDisable(GL.GL_CULL_FACE); + + if (reset) { + reset = false; + flipState = 0; + } + + if (animate) { + // Update the textures for one step of the simulation + doSingleTimeStep(gl); + } else if (singleStep) { + doSingleTimeStep(gl); + singleStep = false; + } + + if (slow && (slowDelay > 0) ) { + try { + Thread.sleep(slowDelay); + } catch (InterruptedException e) { + } + } + } + + public void reshape(GLDrawable drawable, int x, int y, int width, int height) {} + + // Unused routines + public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {} + } + + private TGAImage loadImage(String resourceName) { + try { + return TGAImage.read(getClass().getClassLoader().getResourceAsStream(resourceName)); + } catch (IOException e) { + throw new GLException(e); + } + } + + // We need to load the initial texture file early to get the width + // and height for the pbuffer + private void loadInitialTexture(String initialMapFilename) { + try { + initialMap = TGAImage.read(getClass().getClassLoader().getResourceAsStream(initialMapFilename)); + } catch (IOException e) { + throw new GLException(e); + } + initialMapDimensions[0] = initialMap.getWidth(); + initialMapDimensions[1] = initialMap.getHeight(); + } + + private void initOpenGL(GL gl, GLU glu) { + loadTextures(gl, tmpSpinFilename, tmpDropletFilename, tmpCubeMapFilenamePattern); + tmpSpinFilename = null; + tmpDropletFilename = null; + tmpCubeMapFilenamePattern = null; + + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glLoadIdentity(); + gl.glMatrixMode(GL.GL_PROJECTION); + gl.glLoadIdentity(); + glu.gluOrtho2D(-1, 1, -1, 1); + + gl.glClearColor(0, 0, 0, 0); + gl.glDisable(GL.GL_LIGHTING); + gl.glDisable(GL.GL_DEPTH_TEST); + + createAndWriteUVOffsets(gl, initialMapDimensions[0], initialMapDimensions[1]); + + checkExtension(gl, "GL_NV_register_combiners"); + checkExtension(gl, "GL_NV_register_combiners2"); + checkExtension(gl, "GL_NV_texture_shader"); + checkExtension(gl, "GL_ARB_multitexture"); + + /////////////////////////////////////////////////////////////////////////// + // UV Offset Vertex Program + /////////////////////////////////////////////////////////////////////////// + // track the MVP matrix for the vertex program + gl.glTrackMatrixNV(GL.GL_VERTEX_PROGRAM_NV, 0, GL.GL_MODELVIEW_PROJECTION_NV, GL.GL_IDENTITY_NV); + float[] rCVConsts = new float[] { 0, 0.5f, 1.0f, 2.0f }; + gl.glProgramParameter4fvNV(GL.GL_VERTEX_PROGRAM_NV, CV_CONSTS_1, rCVConsts); + + int[] tmpInt = new int[1]; + gl.glGenProgramsNV(1, tmpInt); + vertexProgramID = tmpInt[0]; + gl.glBindProgramNV(GL.GL_VERTEX_PROGRAM_NV, vertexProgramID); + + String programBuffer = + "!!VP1.0\n" + + "# CV_WORLDVIEWPROJ_0 = 0,\n" + + "# CV_WORLDVIEWPROJ_1 = 1,\n" + + "# CV_WORLDVIEWPROJ_2 = 2,\n" + + "# CV_WORLDVIEWPROJ_3 = 3,\n" + + "#\n" + + "# CV_UV_OFFSET_TO_USE = 4,\n" + + "#\n" + + "#\n" + + "# CV_UV_T0_NO_OFFSET = 8,\n" + + "# CV_UV_T0_TYPE1 = 9,\n" + + "# CV_UV_T0_TYPE2 = 10,\n" + + "# CV_UV_T0_TYPE3 = 11,\n" + + "# CV_UV_T0_TYPE4 = 12,\n" + + "#\n" + + "# CV_UV_T1_NO_OFFSET = 13,\n" + + "# CV_UV_T1_TYPE1 = 14,\n" + + "# CV_UV_T1_TYPE2 = 15,\n" + + "# CV_UV_T1_TYPE3 = 16,\n" + + "# CV_UV_T1_TYPE4 = 17,\n" + + "#\n" + + "# CV_UV_T2_NO_OFFSET = 18,\n" + + "# CV_UV_T2_TYPE1 = 19,\n" + + "# CV_UV_T2_TYPE2 = 20,\n" + + "# CV_UV_T2_TYPE3 = 21,\n" + + "# CV_UV_T2_TYPE4 = 22,\n" + + "#\n" + + "# CV_UV_T3_NO_OFFSET = 23,\n" + + "# CV_UV_T3_TYPE1 = 24,\n" + + "# CV_UV_T3_TYPE2 = 25,\n" + + "# CV_UV_T3_TYPE3 = 26,\n" + + "# CV_UV_T3_TYPE4 = 27,\n" + + "#\n" + + "# CV_CONSTS_1 = 28\n" + + "\n" + + "# Transform vertex-position to clip-space\n" + + "DP4 o[HPOS].x, v[OPOS], c[0];\n" + + "DP4 o[HPOS].y, v[OPOS], c[1];\n" + + "DP4 o[HPOS].z, v[OPOS], c[2];\n" + + "DP4 o[HPOS].w, v[OPOS], c[3];\n" + + "\n" + + "# Read which set of offsets to use\n" + + "ARL A0.x, c[4].x;\n" + + "\n" + + "# c[CV_CONSTS_1] = c[28]\n" + + "# x = 0\n" + + "# y = 0.5\n" + + "# z = 1\n" + + "# w = 2.0f\n" + + "\n" + + "# Put a scale factor into r0 so the sample points\n" + + "# can be moved farther from the texel being written\n" + + "\n" + + "#MOV R0, c[28].z;\n" + + "\n" + + "# Add the offsets to the input texture\n" + + "# coordinate, creating 4 sets of independent\n" + + "# texture coordinates.\n" + + "\n" + + "ADD o[TEX0], c[A0.x + 8], v[TEX0];\n" + + "ADD o[TEX1], c[A0.x + 13], v[TEX0];\n" + + "ADD o[TEX2], c[A0.x + 18], v[TEX0];\n" + + "ADD o[TEX3], c[A0.x + 23], v[TEX0];\n" + + "\n" + + "#MAD o[TEX0], R0, c[A0.x + 8], v[TEX0];\n" + + "#MAD o[TEX1], R0, c[A0.x + 13], v[TEX0]; \n" + + "#MAD o[TEX2], R0, c[A0.x + 18], v[TEX0]; \n" + + "#MAD o[TEX3], R0, c[A0.x + 23], v[TEX0];\n" + + "\n" + + "END \n"; + + gl.glLoadProgramNV(GL.GL_VERTEX_PROGRAM_NV, vertexProgramID, programBuffer.length(), programBuffer); + if (gl.glGetError() != GL.GL_NO_ERROR) { + throw new GLException("Error loading vertex program \"Texcoord_4_Offset.vp\""); + } + + /////////////////////////////////////////////////////////////////////////// + // register combiner setup for equal weight combination of texels + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_REGCOMBINER_EQ_WEIGHT_COMBINE] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_REGCOMBINER_EQ_WEIGHT_COMBINE], GL.GL_COMPILE); + initEqWeightCombine_PostMult(gl); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // register combiners setup for computing force from neighbors (step 1) + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_1] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_1], GL.GL_COMPILE); + initNeighborForceCalcStep1(gl); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // register combiners setup for computing force from neighbors (step 2) + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_2] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_2], GL.GL_COMPILE); + initNeighborForceCalcStep2(gl); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // register combiners setup to apply force + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_REGCOMBINER_APPLY_FORCE] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_REGCOMBINER_APPLY_FORCE], GL.GL_COMPILE); + initApplyForce(gl); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // register combiners setup to apply velocity + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_REGCOMBINER_APPLY_VELOCITY] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_REGCOMBINER_APPLY_VELOCITY], GL.GL_COMPILE); + initApplyVelocity(gl); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // register combiners setup to create a normal map + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_REGCOMBINER_CREATE_NORMAL_MAP] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_REGCOMBINER_CREATE_NORMAL_MAP], GL.GL_COMPILE); + initCreateNormalMap(gl); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // texture shader setup for dot product reflection + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_TEXTURE_SHADER_REFLECT] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_TEXTURE_SHADER_REFLECT], GL.GL_COMPILE); + initDotProductReflect(gl); + gl.glDisable(GL.GL_BLEND); + gl.glEnable(GL.GL_TEXTURE_SHADER_NV); + gl.glEnable(GL.GL_REGISTER_COMBINERS_NV); + gl.glEndList(); + + /////////////////////////////////////////////////////////////////////////// + // display list to render a single screen space quad. + /////////////////////////////////////////////////////////////////////////// + displayListIDs[CA_DRAW_SCREEN_QUAD] = gl.glGenLists(1); + gl.glNewList(displayListIDs[CA_DRAW_SCREEN_QUAD], GL.GL_COMPILE); + gl.glColor4f(1, 1, 1, 1); + gl.glBegin(GL.GL_TRIANGLE_STRIP); + gl.glTexCoord2f(0, 1); gl.glVertex2f(-1, 1); + gl.glTexCoord2f(0, 0); gl.glVertex2f(-1, -1); + gl.glTexCoord2f(1, 1); gl.glVertex2f( 1, 1); + gl.glTexCoord2f(1, 0); gl.glVertex2f( 1, -1); + gl.glEnd(); + gl.glEndList(); + } + + private void checkExtension(GL gl, String extensionName) { + if (!gl.isExtensionAvailable(extensionName)) { + throw new GLException("Unable to initialize " + extensionName + " OpenGL extension"); + } + } + + private void doSingleTimeStep(GL gl) { + int temp; + + // Swap texture source & target indices & pointers + // 0 = start from initial loaded texture + // 1/2 = flip flop back and forth between targets & sources + + switch (flipState) { + case 0: + texHeightInput = dynamicTextureIDs[CA_TEXTURE_HEIGHT_SOURCE]; // initial height map. + texHeightOutput = dynamicTextureIDs[CA_TEXTURE_HEIGHT_TARGET]; // next height map. + + texVelocityInput = dynamicTextureIDs[CA_TEXTURE_VELOCITY_SOURCE]; // initial velocity. + texVelocityOutput = dynamicTextureIDs[CA_TEXTURE_VELOCITY_TARGET]; // next velocity. + + // Clear initial velocity texture to 0x80 == gray + gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + gl.glClear(GL.GL_COLOR_BUFFER_BIT); + + // Now we need to copy the resulting pixels into the intermediate force field texture + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityInput); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + + break; + + case 1: + temp = texHeightInput; + texHeightInput = texHeightOutput; + texHeightOutput = temp; + + temp = texVelocityInput; + texVelocityInput = texVelocityOutput; + texVelocityOutput = temp; + + break; + + case 2: + temp = texHeightInput; + texHeightInput = texHeightOutput; + texHeightOutput = temp; + + temp = texVelocityInput; + texVelocityInput = texVelocityOutput; + texVelocityOutput = temp; + break; + } + + // even if wireframe mode, render to texture as solid + gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL); + + ///////////////////////////////////////////////////////////// + // Render first 3 components of force from three neighbors + // Offsets selected are 1 center texel for center height + // and 3 of the 4 nearest neighbors. Texture selected + // is same for all stages as we're turning height difference + // of nearest neightbor texels into a force value. + + gl.glCallList(displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_1]); + + // set current source texture for stage 0 texture + for (int i = 0; i < 4; i++) + { + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput); + gl.glEnable(GL.GL_TEXTURE_2D); + } + + int wrapMode = wrap ? GL.GL_REPEAT : GL.GL_CLAMP_TO_EDGE; + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, wrapMode); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, wrapMode); + + // disable blending + gl.glDisable(GL.GL_BLEND); + + // render using offset 1 (type 1 -- center + 3 of 4 nearest neighbors). + gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 1, 0, 0, 0); + + // bind the vertex program to be used for this step and the next one. + gl.glBindProgramNV(GL.GL_VERTEX_PROGRAM_NV, vertexProgramID); + gl.glEnable(GL.GL_VERTEX_PROGRAM_NV); + + // render a screen quad. with texture coords doing difference of nearby texels for force calc. + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + // Now we need to copy the resulting pixels into the intermediate force field texture + gl.glActiveTextureARB(GL.GL_TEXTURE2_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_INTERMEDIATE]); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + + //////////////////////////////////////////////////////////////// + // Now add in last component of force for the 4th neighbor + // that we didn't have enough texture lookups to do in the + // first pass + + gl.glCallList(displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_2]); + + // Cannot use additive blending as the force contribution might + // be negative and would have to subtract from the dest. + // We must instead use an additional texture as target and read + // the previous partial 3-neighbor result into the pixel shader + // for possible subtraction + + // Alphablend must be false + + //; t0 = center (same as last phase) + //; t1 = 2nd axis final point (same as last phase) + //; t2 = previous partial result texture sampled at center (result of last phase copied to texture) + //; t3 = not used (disable now) + + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, wrapMode); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, wrapMode); + + gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB); + gl.glDisable(GL.GL_TEXTURE_2D); + + // vertex program already bound. + // render using offset 2 (type 2 -- final nearest neighbor plus center of previous result). + gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 2, 0, 0, 0); + + // render a screen quad + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + // Now we need to copy the resulting pixels into the intermediate force field texture + gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + + ///////////////////////////////////////////////////////////////// + // Apply the force with a scale factor to reduce it's magnitude. + // Add this to the current texture representing the water height. + + gl.glCallList(displayListIDs[CA_REGCOMBINER_APPLY_FORCE]); + + // use offsets of zero + gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0); + + // bind the vertex program to be used for this step and the next one. + + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityInput); + gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]); + gl.glActiveTextureARB(GL.GL_TEXTURE2_ARB); + gl.glDisable(GL.GL_TEXTURE_2D); + gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB); + gl.glDisable(GL.GL_TEXTURE_2D); + + // Draw the quad to add in force. + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + /////////////////////////////////////////////////////////////////// + // With velocity texture selected, render new excitation droplets + // at random freq. + + float randomFrequency = (float) Math.random(); + + if (dropletFrequency > randomFrequency) { + // a drop falls - decide where + Droplet drop = new Droplet(2 * ((float)Math.random() - 0.5f), + 2 * ((float)Math.random() - 0.5f), + 0.02f + 0.1f * ((float)Math.random())); + addDroplet(drop); + } + + // Now draw the droplets: + if (!droplets.isEmpty()) { + drawDroplets(gl); + droplets.clear(); + } + + // Now we need to copy the resulting pixels into the velocity texture + gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityOutput); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + + ////////////////////////////////////////////////////////////////////// + // Apply velocity to position + gl.glCallList(displayListIDs[CA_REGCOMBINER_APPLY_VELOCITY]); + gl.glEnable(GL.GL_VERTEX_PROGRAM_NV); + + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput); + gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); // velocity output already bound + gl.glEnable(GL.GL_TEXTURE_2D); + + // use offsets of zero + gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0); + + // Draw the quad to add in force. + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + // Now we need to copy the resulting pixels into the input height texture + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + + /////////////////////////////////////////////////////////////////// + // blur positions to smooth noise & generaly dampen things + // degree of blur is controlled by magnitude of 4 neighbor texel + // offsets with bilinear on + + for (int i = 1; i < 4; i++) { + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput); + gl.glEnable(GL.GL_TEXTURE_2D); + } + + // use offsets of 3 + gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 3, 0, 0, 0); + + gl.glCallList(displayListIDs[CA_REGCOMBINER_EQ_WEIGHT_COMBINE]); + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + // Draw the logo in the water. + if (applyInteriorBoundaries) { + gl.glDisable(GL.GL_VERTEX_PROGRAM_NV); + drawInteriorBoundaryObjects(gl); + } + + // Now we need to copy the resulting pixels into the velocity texture + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + + /////////////////////////////////////////////////////////////////// + // If selected, create a normal map from the height + + if (createNormalMap) { + createNormalMap(gl); + } + + /////////////////////////////////////////////////////////// + // Flip the state variable for the next round of rendering + switch (flipState) { + case 0: + flipState = 1; + break; + case 1: + flipState = 2; + break; + case 2: + flipState = 1; + break; + } + } + + private void createNormalMap(GL gl) { + // use the height output on all four texture stages + for (int i = 0; i < 4; i++) { + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i); + gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput); + gl.glEnable(GL.GL_TEXTURE_2D); + } + + // Set constants for red & green scale factors (also essential color masks) + // Red mask first + float[] pixMasks = new float[] { normalSTScale, 0.0f, 0.0f, 0.0f }; + + gl.glCombinerStageParameterfvNV(GL.GL_COMBINER2_NV, GL.GL_CONSTANT_COLOR0_NV, pixMasks); + + // Now green mask & scale: + pixMasks[0] = 0.0f; + pixMasks[1] = normalSTScale; + gl.glCombinerStageParameterfvNV(GL.GL_COMBINER2_NV, GL.GL_CONSTANT_COLOR1_NV, pixMasks); + + gl.glCallList(displayListIDs[CA_REGCOMBINER_CREATE_NORMAL_MAP]); + + // set vp offsets to nearest neighbors + gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 4, 0, 0, 0); + gl.glEnable(GL.GL_VERTEX_PROGRAM_NV); + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + // Now we need to copy the resulting pixels into the normal map + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]); + + // use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture + gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]); + } + + private void drawInteriorBoundaryObjects(GL gl) { + gl.glDisable(GL.GL_REGISTER_COMBINERS_NV); + + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_INITIAL_MAP]); + gl.glEnable(GL.GL_TEXTURE_2D); + + gl.glEnable(GL.GL_ALPHA_TEST); + + // disable other texture units. + for (int i = 1; i < 4; i++) { + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i); + gl.glDisable(GL.GL_TEXTURE_2D); + } + + gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); + gl.glEnable(GL.GL_BLEND); + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + if (spinLogo) { + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_SPIN]); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glPushMatrix(); + gl.glRotatef(angle, 0, 0, 1); + angle += 1; + + gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); + + gl.glPopMatrix(); + } + + gl.glDisable(GL.GL_ALPHA_TEST); + gl.glDisable(GL.GL_BLEND); + } + + private void createTextureObject(GL gl, int id, TGAImage image, boolean test) { + // Fetch image data out of image + gl.glBindTexture(GL.GL_TEXTURE_2D, id); + gl.glTexImage2D (GL.GL_TEXTURE_2D, + 0, + GL.GL_RGBA8, + image.getWidth(), + image.getHeight(), + 0, + image.getGLFormat(), + GL.GL_UNSIGNED_BYTE, + image.getData()); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE); + } + + private void loadCubeMap(GL gl, int id, String filenamePattern, boolean mipmap) { + int[] faces = new int[] { GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, + GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, + GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, + GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, + GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, + GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB }; + String[] faceNames = new String[] { "posx", "negx", "posy", "negy", "posz", "negz" }; + + // create and bind a cubemap texture object + gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP_ARB, id); + + // enable automipmap generation if needed. + gl.glTexParameteri(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_GENERATE_MIPMAP_SGIS, (mipmap ? 1 : 0)); + + if (mipmap) + gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR); + else + gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); + gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); + gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE); + gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE); + + // load 6 faces. + MessageFormat fmt = new MessageFormat(filenamePattern); + for (int i = 0; i < 6; i++) { + String filename = MessageFormat.format(filenamePattern, new String[] { faceNames[i] }); + TGAImage image = loadImage(filename); + gl.glTexImage2D(faces[i], + 0, + GL.GL_RGBA8, + image.getWidth(), + image.getHeight(), + 0, + image.getGLFormat(), + GL.GL_UNSIGNED_BYTE, + image.getData()); + } + } + + private void loadTextures(GL gl, + String spinFilename, + String dropletFilename, + String cubeMapFilenamePattern) { + if (initialMap == null) { + throw new GLException("Must call loadInitialTexture ahead of time"); + } + + TGAImage spin = loadImage(spinFilename); + TGAImage droplet = loadImage(dropletFilename); + + gl.glGenTextures(CA_NUM_STATIC_TEXTURES, staticTextureIDs); + gl.glGenTextures(CA_NUM_DYNAMIC_TEXTURES, dynamicTextureIDs); // also create intermediate texture object + + // upload the initial map texture + createTextureObject(gl, staticTextureIDs[CA_TEXTURE_INITIAL_MAP], initialMap, true); + + createTextureObject(gl, staticTextureIDs[CA_TEXTURE_SPIN], spin, true); + + createTextureObject(gl, staticTextureIDs[CA_TEXTURE_DROPLET], droplet, false); + + // load the cubemap texture + loadCubeMap(gl, staticTextureIDs[CA_TEXTURE_CUBEMAP], cubeMapFilenamePattern, true); + + for (int i = 0; i < CA_NUM_DYNAMIC_TEXTURES; i++) { + // now create a dummy intermediate textures from the initial map texture + createTextureObject(gl, dynamicTextureIDs[i], initialMap, false); + } + + initialMap = null; + + texHeightInput = staticTextureIDs [CA_TEXTURE_INITIAL_MAP]; // initial height map. + texHeightOutput = dynamicTextureIDs[CA_TEXTURE_HEIGHT_TARGET]; // next height map. + + texVelocityInput = dynamicTextureIDs[CA_TEXTURE_VELOCITY_SOURCE]; // initial velocity. + texVelocityOutput = dynamicTextureIDs[CA_TEXTURE_VELOCITY_TARGET]; // next velocity. + } + + private void createAndWriteUVOffsets(GL gl, int width, int height) { + // This sets vertex shader constants used to displace the + // source texture over several additive samples. This is + // used to accumulate neighboring texel information that we + // need to run the game - the 8 surrounding texels, and the + // single source texel which will either spawn or die in the + // next generation. + // Label the texels as follows, for a source texel "e" that + // we want to compute for the next generation: + // + // abc + // def + // ghi: + + // first the easy one: no offsets for sampling center + // occupied or unoccupied + // Use index offset value 0.0 to access these in the + // vertex shader. + + perTexelWidth = 1.0f / width; + perTexelHeight = 1.0f / height; + + // Offset set 0 : center texel sampling + float[] noOffsetX = new float[] { 0, 0, 0, 0 }; + float[] noOffsetY = new float[] { 0, 0, 0, 0 }; + + // Offset set 1: For use with neighbor force pixel shader 1 + // samples center with 0, +u, -u, and +v, + // ie the 'e','d', 'f', and 'h' texels + float dist = 1.5f; + float[] type1OffsetX = new float[] { 0.0f, -dist * perTexelWidth, dist * perTexelWidth, dist * perTexelWidth }; + float[] type1OffsetY = new float[] { 0.0f, dist * perTexelHeight, dist * perTexelHeight, -dist * perTexelHeight }; + + // Offset set 2: for use with neighbor force pixel shader 2 + // samples center with 0, and -v texels + // ie the 'e' and 'b' texels + // This completes a pattern of sampling center texel and it's + // 4 nearest neighbors to run the height-based water simulation + // 3rd must be 0 0 to sample texel center from partial result + // texture. + + float[] type2OffsetX = new float[] { 0.0f, -dist * perTexelWidth, 0.0f, 0.0f }; + float[] type2OffsetY = new float[] { 0.0f, -dist * perTexelHeight, 0.0f, 0.0f }; + + // type 3 offsets + updateBlurVertOffset(gl); + + ///////////////////////////////////////////////////////////// + // Nearest neighbor offsets: + + float[] type4OffsetX = new float[] { -perTexelWidth, perTexelWidth, 0.0f, 0.0f }; + float[] type4OffsetY = new float[] { 0.0f, 0.0f, -perTexelHeight, perTexelHeight }; + + // write all these offsets to constant memory + for (int i = 0; i < 4; ++i) { + float noOffset[] = { noOffsetX[i], noOffsetY[i], 0.0f, 0.0f }; + float type1Offset[] = { type1OffsetX[i], type1OffsetY[i], 0.0f, 0.0f }; + float type2Offset[] = { type2OffsetX[i], type2OffsetY[i], 0.0f, 0.0f }; + float type4Offset[] = { type4OffsetX[i], type4OffsetY[i], 0.0f, 0.0f }; + + gl.glProgramParameter4fvNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_T0_NO_OFFSET + 5 * i, noOffset); + gl.glProgramParameter4fvNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_T0_TYPE1 + 5 * i, type1Offset); + gl.glProgramParameter4fvNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_T0_TYPE2 + 5 * i, type2Offset); + gl.glProgramParameter4fvNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_T0_TYPE4 + 5 * i, type4Offset); + } + } + + private void updateBlurVertOffset(GL gl) { + float[] type3OffsetX = new float[] { -perTexelWidth * 0.5f, + perTexelWidth, + perTexelWidth * 0.5f, + -perTexelWidth + }; + float[] type3OffsetY = new float[] { perTexelHeight, + perTexelHeight * 0.5f, + -perTexelHeight, + -perTexelHeight * 0.5f + }; + float[] offsets = new float[] { 0, 0, 0, 0 }; + + for (int i = 0; i < 4; ++i) { + offsets[0] = blurDist * ( type3OffsetX[i]); + offsets[1] = blurDist * ( type3OffsetY[i]); + gl.glProgramParameter4fvNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_T0_TYPE3 + 5 * i, offsets); + } + } + + private synchronized void drawDroplets(GL gl) { + gl.glDisable(GL.GL_REGISTER_COMBINERS_NV); + gl.glDisable(GL.GL_VERTEX_PROGRAM_NV); + + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_DROPLET]); + gl.glEnable(GL.GL_TEXTURE_2D); + + gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); + gl.glDisable(GL.GL_TEXTURE_2D); + + gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE); + gl.glEnable(GL.GL_BLEND); + + gl.glBegin(GL.GL_QUADS); + gl.glColor4f(1, 1, 1, 1); + for (Iterator iter = droplets.iterator(); iter.hasNext(); ) { + Droplet droplet = (Droplet) iter.next(); + // coords in [-1,1] range + + // Draw a single quad to the texture render target + // The quad is textured with the initial droplet texture, and + // covers some small portion of the render target + // Draw the droplet + + gl.glTexCoord2f(0, 0); gl.glVertex2f(droplet.rX() - droplet.rScale(), droplet.rY() - droplet.rScale()); + gl.glTexCoord2f(1, 0); gl.glVertex2f(droplet.rX() + droplet.rScale(), droplet.rY() - droplet.rScale()); + gl.glTexCoord2f(1, 1); gl.glVertex2f(droplet.rX() + droplet.rScale(), droplet.rY() + droplet.rScale()); + gl.glTexCoord2f(0, 1); gl.glVertex2f(droplet.rX() - droplet.rScale(), droplet.rY() + droplet.rScale()); + } + gl.glEnd(); + + gl.glDisable(GL.GL_BLEND); + } + + //---------------------------------------------------------------------- + // Inlined register combiner and texture shader programs + // (don't want to port nvparse as it's a dead-end; we'll focus on Cg instead) + + private void initEqWeightCombine_PostMult(GL gl) { + float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; + float[] const1 = new float[] { 1.0f, 1.0f, 1.0f, 1.0f }; + + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR0_NV, const0); + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR1_NV, const1); + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 4); + + int stage = 0; + // Stage 0 + // rgb + // { + // discard = half_bias(tex0); + // discard = half_bias(tex1); + // spare0 = sum(); + // scale_by_one_half(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0_ARB, GL.GL_HALF_BIAS_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE1_ARB, GL.GL_HALF_BIAS_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_SCALE_BY_ONE_HALF_NV, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 1 + // rgb + // { + // discard = half_bias(tex2); + // discard = half_bias(tex3); + // spare1 = sum(); + // scale_by_one_half(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE2_ARB, GL.GL_HALF_BIAS_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE3_ARB, GL.GL_HALF_BIAS_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE1_NV, GL.GL_SCALE_BY_ONE_HALF_NV, GL.GL_NONE, false, false, false); + + // Stage 1 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 2 + // rgb + // { + // discard = spare0; + // discard = spare1; + // spare0 = sum(); + // scale_by_one_half(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_SCALE_BY_ONE_HALF_NV, GL.GL_NONE, false, false, false); + + // Stage 2 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 3 + // rgb + // { + // discard = const0; + // discard = spare0; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 3 + // alpha + discardAlpha(gl, stage); + + gl.glDisable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + + doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV); + } + + private void initNeighborForceCalcStep1(GL gl) { + // Step one in the nearest-neighbor force calculation for height-based water + // simulation. NeighborForceCalc2 is the second step. + // + // This step takes the center point and three neighboring points, and computes + // the texel difference as the "force" acting to pull the center texel. + // + // The amount to which the computed force is applied to the texel is controlled + // in a separate shader. + + // get colors from all 4 texture stages + // tex0 = center texel + // tex1 = 1st neighbor + // tex2 = 2nd neighbor - same axis as 1st neighbor point + // so force for that axis == t1 - t0 + t2 - t0 + // tex3 = 3rd neighbor on other axis + + float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; + + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR0_NV, const0); + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 8); + + int stage = 0; + // Stage 0 + // rgb + // { + // //s0 = t1 - t0; + // discard = -tex0; + // discard = tex1; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE1_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 1 + // rgb + // { + // //s1 = t2 - t0; + // discard = -tex0; + // discard = tex2; + // spare1 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE2_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE1_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 1 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 2 + // // 'force' for 1st axis + // rgb + // { + // //s0 = s0 + s1 = t1 - t0 + t2 - t0; + // discard = spare0; + // discard = spare1; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 2 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 3 + // // one more point for 2nd axis + // rgb + // { + // //s1 = t3 - t0; + // discard = -tex0; + // discard = tex3; + // spare1 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE3_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE1_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 3 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 4 + // rgb + // { + // //s0 = s0 + s1 = t3 - t0 + t2 - t0 + t1 - t0; + // discard = spare0; + // discard = spare1; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 4 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 5 + // // Now add in a force to gently pull the center texel's + // // value to 0.5. The strength of this is controlled by + // // the PCN_EQ_REST_FAC - restoration factor + // // Without this, the simulation will fade to zero or fly + // // away to saturate at 1.0 + // rgb + // { + // //s1 = 0.5 - t0; + // discard = -tex0; + // discard = const0; + // spare1 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE1_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 5 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 6 + // { + // rgb + // { + // discard = spare1 * const0; + // discard = spare0; + // spare0 = sum(); + // } + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 6 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 7 + // rgb + // { + // discard = spare0; + // discard = const0; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 7 + // alpha + discardAlpha(gl, stage); + + gl.glDisable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV); + } + + private void initNeighborForceCalcStep2(GL gl) { + // 2nd step of force calc for render-to-texture + // water simulation. + // + // Adds the 4th & final neighbor point to the + // force calc.. + // + // Bias and scale the values so 0 force is 0.5, + // full negative force is 0.0, and full pos is + // 1.0 + // + // tex0 Center texel + // tex1 2nd axis neighbor point + // tex2 previous partial force amount + // Result from t1 - t0 is added to this t2 + // partial result & output + + float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; + + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR0_NV, const0); + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 2); + + int stage = 0; + // Stage 0 + // last element of neighbor force + // rgb + // { + // discard = -tex0; + // discard = tex1; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE1_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 1 + // add with previous partial force amount + // rgb + // { + // discard = spare0; + // discard = tex2; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE2_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 1 + // alpha + discardAlpha(gl, stage); + + gl.glDisable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV); + } + + private void initApplyForce(GL gl) { + // This shader samples t1, biases its value to a signed number, and applies this + // value multiplied by a scale factor to the t0 sample. + // + // This is used to apply a "force" texture value to a "velocity" state texture + // for nearest-neighbor height-based water simulations. The output pixel is + // the new "velocity" value to replace the t0 sample in rendering to a new + // texture which will replace the texture selected into t0. + // + // A nearly identical shader using a different scaling constant is used to + // apply the "velocity" value to a "height" texture at each texel. + // + // t1 comes in the range [0,1] but needs to hold signed values, so a value of + // 0.5 in t1 represents zero force. This is biased to a signed value in + // computing the new velocity. + // + // tex0 = previous velocity + // tex1 = force + // + // Bias the force so that 0.5 input = no change in t0 value + // and 0.0 input means -0.5 * scale change in t0 value + // + // New velocity = force * scale + previous velocity + + float[] const0 = new float[] { 0.25f, 0.25f, 0.25f, 1.0f }; + float[] const1 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; + + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR0_NV, const0); + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR1_NV, const1); + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 4); + + int stage = 0; + // Stage 0 + // rgb + // { + // discard = expand(tex1) * const0; + // discard = expand(tex0); + // spare0 = sum(); + // scale_by_one_half(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE1_ARB, GL.GL_EXPAND_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE0_ARB, GL.GL_EXPAND_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_SCALE_BY_ONE_HALF_NV, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 1 + // rgb + // { + // discard = spare0; + // discard = const1; + // spare0 = sum(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_CONSTANT_COLOR1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 1 + // alpha + discardAlpha(gl, stage); + + gl.glDisable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_UNSIGNED_IDENTITY_NV); + } + + private void initApplyVelocity(GL gl) { + // This shader samples t1, biases its value to a signed number, and applies this + // value multiplied by a scale factor to the t0 sample. + // + // This is used to apply a "velocity" texture value to a "height" state texture + // for nearest-neighbor height-based water simulations. The output pixel is + // the new "height" value to replace the t0 sample in rendering to a new + // texture which will replace the texture selected into t0. + // + // A nearly identical shader using a different scaling constant is used to + // apply the "force" value to the "velocity" texture at each texel. + // + // t1 comes in the range [0,1] but needs to hold signed values, so a value of + // 0.5 in t1 represents zero velocity. This is biased to a signed value in + // computing the new position. + // + // tex0 = height field + // tex1 = velocity + // + // Bias the force/velocity to a signed value so we can subtract from + // the t0 position sample. + // + // New height = velocity * scale factor + old height + + float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; + + gl.glCombinerParameterfvNV(GL.GL_CONSTANT_COLOR0_NV, const0); + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 2); + + int stage = 0; + // Stage 0 + // rgb + // { + // discard = expand(tex1) * const0; + // discard = expand(tex0); + // spare0 = sum(); + // scale_by_one_half(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE1_ARB, GL.GL_EXPAND_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE0_ARB, GL.GL_EXPAND_NORMAL_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_SCALE_BY_ONE_HALF_NV, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 1 + // rgb + // { + // discard = spare0; + // discard = const0; + // spare0 = sum(); + // } + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 1 + // alpha + discardAlpha(gl, stage); + + gl.glDisable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_UNSIGNED_IDENTITY_NV); + } + + private void initCreateNormalMap(GL gl) { + // Neighbor-differencing for RGB normal map creation. Scale factors for s and t + // axis components are set in program code. + // This does a crude 1-s^2-t^2 calculation for the blue component in order to + // approximately normalize the RGB normal map vector. For s^2+t^2 close to 1.0, + // this is a close approximation to blue = sqrt(1 - s^2 - t^2) which would give a + // normalized vector. + // An additional pass with a dependent texture lookup (alpha-red or green-blue) + // could be used to produce an exactly normalized normal. + + // colors from all 4 texture stages + // tex0 = -s, 0 + // tex1 = +s, 0 + // tex2 = 0, +t + // tex3 = 0, -t + + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 7); + + int stage = 0; + // Stage 0 + // rgb + // { + // // (t0 - t1)*4 : 4 for higher scale + // discard = -tex1; + // discard = tex0; + // spare0 = sum(); + // scale_by_four(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE1_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE0_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_SCALE_BY_FOUR_NV, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 1 + // rgb + // { + // // (t3 - t2)*4 : 4 for higher scale + // discard = -tex2; + // discard = tex3; + // spare1 = sum(); + // scale_by_four(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE2_ARB, GL.GL_SIGNED_NEGATE_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE3_ARB, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE1_NV, GL.GL_SCALE_BY_FOUR_NV, GL.GL_NONE, false, false, false); + + // Stage 1 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 2 + // Define const0 in the third general combiner as RGBA = (scale, 0, 0, 0) + // Where scale [0,1] is applied to reduce the magnitude + // of the s axis component of the normal. + // Define const1 in the third combiner similarly to affect the t axis component + // define these by "ramboing" them in the C++ code that uses this combiner script. + // + // rgb + // { + // // see comment about consts above! + // // t0 = s result in red only + // discard = spare0 * const0; + // discard = spare1 * const1; + // spare0 = sum(); + // } + // + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_CONSTANT_COLOR1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 2 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 3 + // rgb + // { + // tex1 = spare0 * spare0; + // scale_by_two(); + // } + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_TEXTURE1_ARB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SCALE_BY_TWO_NV, GL.GL_NONE, false, false, false); + + // Stage 3 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 4 + // + // const0 = (1, 1, 0, 0); + // rgb + // { + // spare1 = unsigned_invert(tex1) . const0; + // scale_by_one_half(); + // } + // + float[] const0 = new float[] { 1.0f, 1.0f, 0.0f, 0.0f }; + + gl.glCombinerStageParameterfvNV(GL.GL_COMBINER0_NV + stage, GL.GL_CONSTANT_COLOR0_NV, const0); + + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE1_ARB, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_SPARE1_NV, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SCALE_BY_ONE_HALF_NV, GL.GL_NONE, true, false, false); + + // Stage 4 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 5 + // + // const0 = (0.5, 0.5, 0, 0); + // rgb + // { + // discard = spare0; + // discard = const0; + // spare0 = sum(); + // } + // + const0 = new float[] { 0.5f, 0.5f, 0.0f, 0.0f }; + + gl.glCombinerStageParameterfvNV(GL.GL_COMBINER0_NV + stage, GL.GL_CONSTANT_COLOR0_NV, const0); + + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 5 + // alpha + discardAlpha(gl, stage); + + ++stage; + + // Stage 6 + // + // + // const0 = (0, 0, 1, 1); + // rgb + // { + // discard = spare1 * const0; + // discard = spare0; + // spare0 = sum(); + // } + // + const0 = new float[] { 0.0f, 0.0f, 1.0f, 1.0f }; + + gl.glCombinerStageParameterfvNV(GL.GL_COMBINER0_NV + stage, GL.GL_CONSTANT_COLOR0_NV, const0); + + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_SPARE1_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_CONSTANT_COLOR0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_SPARE0_NV, GL.GL_SIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 6 + // alpha + discardAlpha(gl, stage); + + ++stage; + + gl.glEnable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV); + } + + private void initDotProductReflect(GL gl) { + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_SHADER_OPERATION_NV, GL.GL_TEXTURE_2D); + + // 1 of 3 + gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL.GL_EXPAND_NORMAL_NV); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_SHADER_OPERATION_NV, GL.GL_DOT_PRODUCT_NV); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_PREVIOUS_TEXTURE_INPUT_NV, GL.GL_TEXTURE0_ARB); + + // 2 of 3 + gl.glActiveTextureARB(GL.GL_TEXTURE2_ARB); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL.GL_EXPAND_NORMAL_NV); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_SHADER_OPERATION_NV, GL.GL_DOT_PRODUCT_NV); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_PREVIOUS_TEXTURE_INPUT_NV, GL.GL_TEXTURE0_ARB); + + // 3 of 3 + gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL.GL_EXPAND_NORMAL_NV); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_SHADER_OPERATION_NV, GL.GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV); + gl.glTexEnvi(GL.GL_TEXTURE_SHADER_NV, GL.GL_PREVIOUS_TEXTURE_INPUT_NV, GL.GL_TEXTURE0_ARB); + + gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB); + gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 1); + + int stage = 0; + // Stage 0 + // rgb + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doIn(gl, stage, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB); + doOut(gl, stage, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + + // Stage 0 + // alpha + discardAlpha(gl, stage); + + ++stage; + + gl.glDisable(GL.GL_PER_STAGE_CONSTANTS_NV); + gl.glCombinerParameteriNV(GL.GL_COLOR_SUM_CLAMP_NV, GL.GL_FALSE); + doFinal(gl, GL.GL_TEXTURE3_ARB, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV); + } + + private void discardAlpha(GL gl, int stage) { + doIn(gl, stage, GL.GL_ALPHA, GL.GL_VARIABLE_A_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_BLUE); + doIn(gl, stage, GL.GL_ALPHA, GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_BLUE); + doIn(gl, stage, GL.GL_ALPHA, GL.GL_VARIABLE_C_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_BLUE); + doIn(gl, stage, GL.GL_ALPHA, GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_BLUE); + doOut(gl, stage, GL.GL_ALPHA, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_NONE, GL.GL_NONE, false, false, false); + } + + private void doIn(GL gl, + int stage, + int colorSpace, + int variable, + int reg, + int operation, + int colorSelector) { + gl.glCombinerInputNV(GL.GL_COMBINER0_NV + stage, + colorSpace, + variable, + reg, + operation, + colorSelector); + } + + private void doOut(GL gl, + int stage, + int colorSpace, + int in0, + int in1, + int out0, + int scale, + int bias, + boolean unknown0, + boolean unknown1, + boolean unknown2) { + gl.glCombinerOutputNV(GL.GL_COMBINER0_NV + stage, + colorSpace, + in0, + in1, + out0, + scale, + bias, + unknown0, + unknown1, + unknown2); + } + + private void doFinal(GL gl, + int variableDInput, + int variableDOperation, + int variableGInput, + int variableGOperation) { + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_A_NV, + GL.GL_ZERO, + GL.GL_UNSIGNED_IDENTITY_NV, + GL.GL_RGB); + + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_B_NV, + GL.GL_ZERO, + GL.GL_UNSIGNED_IDENTITY_NV, + GL.GL_RGB); + + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_C_NV, + GL.GL_ZERO, + GL.GL_UNSIGNED_IDENTITY_NV, + GL.GL_RGB); + + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_D_NV, + variableDInput, + variableDOperation, + GL.GL_RGB); + + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_E_NV, + GL.GL_ZERO, + GL.GL_UNSIGNED_IDENTITY_NV, + GL.GL_RGB); + + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_F_NV, + GL.GL_ZERO, + GL.GL_UNSIGNED_IDENTITY_NV, + GL.GL_RGB); + + gl.glFinalCombinerInputNV(GL.GL_VARIABLE_G_NV, + variableGInput, + variableGOperation, + GL.GL_ALPHA); + } +} |