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-rw-r--r--src/demos/proceduralTexturePhysics/ProceduralTexturePhysics.java9
-rw-r--r--src/demos/proceduralTexturePhysics/Water.java1212
2 files changed, 526 insertions, 695 deletions
diff --git a/src/demos/proceduralTexturePhysics/ProceduralTexturePhysics.java b/src/demos/proceduralTexturePhysics/ProceduralTexturePhysics.java
index 03ef552..9fa329d 100644
--- a/src/demos/proceduralTexturePhysics/ProceduralTexturePhysics.java
+++ b/src/demos/proceduralTexturePhysics/ProceduralTexturePhysics.java
@@ -48,11 +48,11 @@ import gleem.linalg.*;
*
* <P>
*
- * Demonstrates pbuffers, vertex programs, register combiners
+ * Demonstrates pbuffers, vertex programs, fragment programs
*
* <P>
*
- * Ported to Java by Kenneth Russell
+ * Ported to Java and ARB_fragment_program by Kenneth Russell
*
*/
@@ -131,9 +131,8 @@ public class ProceduralTexturePhysics {
try {
checkExtension(gl, "GL_ARB_multitexture");
- checkExtension(gl, "GL_NV_vertex_program");
- checkExtension(gl, "GL_NV_texture_shader");
- checkExtension(gl, "GL_NV_register_combiners");
+ checkExtension(gl, "GL_ARB_vertex_program");
+ checkExtension(gl, "GL_ARB_fragment_program");
checkExtension(gl, "GL_ARB_pbuffer");
checkExtension(gl, "GL_ARB_pixel_format");
} catch (GLException e) {
diff --git a/src/demos/proceduralTexturePhysics/Water.java b/src/demos/proceduralTexturePhysics/Water.java
index ed6fe04..7230a20 100644
--- a/src/demos/proceduralTexturePhysics/Water.java
+++ b/src/demos/proceduralTexturePhysics/Water.java
@@ -49,7 +49,7 @@ import demos.util.*;
*
* <P>
*
- * Ported to Java by Kenneth Russell
+ * Ported to Java and ARB_fragment_program by Kenneth Russell
*/
public class Water {
@@ -96,15 +96,15 @@ public class Water {
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 static final int CA_FRAGMENT_PROGRAM_EQ_WEIGHT_COMBINE = 0;
+ private static final int CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_1 = 1;
+ private static final int CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_2 = 2;
+ private static final int CA_FRAGMENT_PROGRAM_APPLY_FORCE = 3;
+ private static final int CA_FRAGMENT_PROGRAM_APPLY_VELOCITY = 4;
+ private static final int CA_FRAGMENT_PROGRAM_CREATE_NORMAL_MAP = 5;
+ private static final int CA_FRAGMENT_PROGRAM_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];
@@ -118,7 +118,7 @@ public class Water {
private int[] displayListIDs = new int[CA_NUM_LISTS];
- private int vertexProgramID; // one vertex shader is used to choose the texcoord offset
+ private int vertexProgramID; // one vertex program is used to choose the texcoord offset
private int flipState; // used to flip target texture configurations.
@@ -154,38 +154,33 @@ public class Water {
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;
+ private static final int CV_UV_OFFSET_TO_USE = 0;
+
+ private static final int CV_UV_T0_NO_OFFSET = 1;
+ private static final int CV_UV_T0_TYPE1 = 2;
+ private static final int CV_UV_T0_TYPE2 = 3;
+ private static final int CV_UV_T0_TYPE3 = 4;
+ private static final int CV_UV_T0_TYPE4 = 5;
+
+ private static final int CV_UV_T1_NO_OFFSET = 6;
+ private static final int CV_UV_T1_TYPE1 = 7;
+ private static final int CV_UV_T1_TYPE2 = 8;
+ private static final int CV_UV_T1_TYPE3 = 9;
+ private static final int CV_UV_T1_TYPE4 = 10;
+
+ private static final int CV_UV_T2_NO_OFFSET = 11;
+ private static final int CV_UV_T2_TYPE1 = 12;
+ private static final int CV_UV_T2_TYPE2 = 13;
+ private static final int CV_UV_T2_TYPE3 = 14;
+ private static final int CV_UV_T2_TYPE4 = 15;
+
+ private static final int CV_UV_T3_NO_OFFSET = 16;
+ private static final int CV_UV_T3_TYPE1 = 17;
+ private static final int CV_UV_T3_TYPE2 = 18;
+ private static final int CV_UV_T3_TYPE3 = 19;
+ private static final int CV_UV_T3_TYPE4 = 20;
+
+ private static final int CV_CONSTS_1 = 21;
public void initialize(String initialMapFilename,
String spinFilename,
@@ -244,7 +239,7 @@ public class Water {
rot.setRotation(cameraOrientation);
Mat4f matRot = rot.mul(bscale);
- gl.glCallList(displayListIDs[CA_TEXTURE_SHADER_REFLECT]);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_REFLECT]);
// Draw quad over full display
gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
@@ -283,8 +278,7 @@ public class Water {
gl.glEnd();
- gl.glDisable(GL.GL_TEXTURE_SHADER_NV);
- gl.glDisable(GL.GL_REGISTER_COMBINERS_NV);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
break;
}
@@ -498,165 +492,140 @@ public class Water {
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_vertex_program");
+ checkExtension(gl, "GL_ARB_fragment_program");
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);
+ gl.glGenProgramsARB(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\"");
- }
+ gl.glBindProgramARB(GL.GL_VERTEX_PROGRAM_ARB, vertexProgramID);
+
+ String programBuffer =
+"!!ARBvp1.0\n" +
+"# Constant memory location declarations (must match those in Java sources)\n" +
+"# CV_UV_OFFSET_TO_USE = 0\n" +
+"\n" +
+"# CV_UV_T0_NO_OFFSET = 1\n" +
+"# CV_UV_T0_TYPE1 = 2\n" +
+"# CV_UV_T0_TYPE2 = 3\n" +
+"# CV_UV_T0_TYPE3 = 4\n" +
+"# CV_UV_T0_TYPE4 = 5\n" +
+"\n" +
+"# CV_UV_T1_NO_OFFSET = 6\n" +
+"# CV_UV_T1_TYPE1 = 7\n" +
+"# CV_UV_T1_TYPE2 = 8\n" +
+"# CV_UV_T1_TYPE3 = 9\n" +
+"# CV_UV_T1_TYPE4 = 10\n" +
+"\n" +
+"# CV_UV_T2_NO_OFFSET = 11\n" +
+"# CV_UV_T2_TYPE1 = 12\n" +
+"# CV_UV_T2_TYPE2 = 13\n" +
+"# CV_UV_T2_TYPE3 = 14\n" +
+"# CV_UV_T2_TYPE4 = 15\n" +
+"\n" +
+"# CV_UV_T3_NO_OFFSET = 16\n" +
+"# CV_UV_T3_TYPE1 = 17\n" +
+"# CV_UV_T3_TYPE2 = 18\n" +
+"# CV_UV_T3_TYPE3 = 19\n" +
+"# CV_UV_T3_TYPE4 = 20\n" +
+"\n" +
+"# CV_CONSTS_1 = 21\n" +
+"\n" +
+"# Parameters\n" +
+"PARAM mvp [4] = { state.matrix.mvp }; # modelview projection matrix\n" +
+"PARAM uvOffsetToUse = program.env[0];\n" +
+"PARAM uvOffsets[20] = { program.env[1..20] };\n" +
+"\n" +
+"# Addresses\n" +
+"ADDRESS addr;\n" +
+"\n" +
+"# Per vertex inputs\n" +
+"ATTRIB iPos = vertex.position; #position\n" +
+"\n" +
+"# Outputs\n" +
+"OUTPUT oPos = result.position; #position\n" +
+"\n" +
+"# Transform vertex-position to clip-space\n" +
+"DP4 oPos.x, iPos, mvp[0];\n" +
+"DP4 oPos.y, iPos, mvp[1];\n" +
+"DP4 oPos.z, iPos, mvp[2];\n" +
+"DP4 oPos.w, iPos, mvp[3];\n" +
+"\n" +
+"# Read which set of offsets to use\n" +
+"ARL addr.x, uvOffsetToUse.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" +
+"# 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" +
+"ADD result.texcoord[0], uvOffsets[addr.x ], vertex.texcoord[0];\n" +
+"ADD result.texcoord[1], uvOffsets[addr.x + 5 ], vertex.texcoord[0];\n" +
+"ADD result.texcoord[2], uvOffsets[addr.x + 10], vertex.texcoord[0];\n" +
+"ADD result.texcoord[3], uvOffsets[addr.x + 15], vertex.texcoord[0];\n" +
+"\n" +
+"END\n";
+
+ // set up constants (not currently used in the vertex program, though)
+ float[] rCVConsts = new float[] { 0, 0.5f, 1.0f, 2.0f };
+ gl.glProgramEnvParameter4fvARB(GL.GL_VERTEX_PROGRAM_ARB, CV_CONSTS_1, rCVConsts);
+
+ loadProgram(gl, GL.GL_VERTEX_PROGRAM_ARB, programBuffer);
///////////////////////////////////////////////////////////////////////////
- // register combiner setup for equal weight combination of texels
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_EQ_WEIGHT_COMBINE] = gl.glGenLists(1);
+ initEqWeightCombine_PostMult(gl, displayListIDs[CA_FRAGMENT_PROGRAM_EQ_WEIGHT_COMBINE]);
///////////////////////////////////////////////////////////////////////////
- // register combiners setup for computing force from neighbors (step 1)
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_1] = gl.glGenLists(1);
+ initNeighborForceCalcStep1(gl, displayListIDs[CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_1]);
///////////////////////////////////////////////////////////////////////////
- // register combiners setup for computing force from neighbors (step 2)
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_2] = gl.glGenLists(1);
+ initNeighborForceCalcStep2(gl, displayListIDs[CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_2]);
///////////////////////////////////////////////////////////////////////////
- // register combiners setup to apply force
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_FORCE] = gl.glGenLists(1);
+ initApplyForce(gl, displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_FORCE]);
///////////////////////////////////////////////////////////////////////////
- // register combiners setup to apply velocity
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_VELOCITY] = gl.glGenLists(1);
+ initApplyVelocity(gl, displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_VELOCITY]);
///////////////////////////////////////////////////////////////////////////
- // register combiners setup to create a normal map
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_CREATE_NORMAL_MAP] = gl.glGenLists(1);
+ initCreateNormalMap(gl, displayListIDs[CA_FRAGMENT_PROGRAM_CREATE_NORMAL_MAP]);
///////////////////////////////////////////////////////////////////////////
- // texture shader setup for dot product reflection
+ // fragment program 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();
+ displayListIDs[CA_FRAGMENT_PROGRAM_REFLECT] = gl.glGenLists(1);
+ initDotProductReflect(gl, displayListIDs[CA_FRAGMENT_PROGRAM_REFLECT]);
///////////////////////////////////////////////////////////////////////////
// display list to render a single screen space quad.
@@ -739,7 +708,7 @@ public class Water {
// 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]);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_1]);
// set current source texture for stage 0 texture
for (int i = 0; i < 4; i++)
@@ -757,15 +726,17 @@ public class Water {
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);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 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);
+ gl.glBindProgramARB(GL.GL_VERTEX_PROGRAM_ARB, vertexProgramID);
+ gl.glEnable(GL.GL_VERTEX_PROGRAM_ARB);
// render a screen quad. with texture coords doing difference of nearby texels for force calc.
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
+
// 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]);
@@ -778,7 +749,7 @@ public class Water {
// that we didn't have enough texture lookups to do in the
// first pass
- gl.glCallList(displayListIDs[CA_REGCOMBINER_NEIGHBOR_FORCE_CALC_2]);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_NEIGHBOR_FORCE_CALC_2]);
// Cannot use additive blending as the force contribution might
// be negative and would have to subtract from the dest.
@@ -801,11 +772,13 @@ public class Water {
// 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);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 2, 0, 0, 0);
// render a screen quad
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
+
// 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]);
@@ -817,10 +790,10 @@ public class Water {
// 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]);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_FORCE]);
// use offsets of zero
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0);
// bind the vertex program to be used for this step and the next one.
@@ -836,6 +809,8 @@ public class Water {
// Draw the quad to add in force.
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
+
///////////////////////////////////////////////////////////////////
// With velocity texture selected, render new excitation droplets
// at random freq.
@@ -865,8 +840,8 @@ public class Water {
//////////////////////////////////////////////////////////////////////
// Apply velocity to position
- gl.glCallList(displayListIDs[CA_REGCOMBINER_APPLY_VELOCITY]);
- gl.glEnable(GL.GL_VERTEX_PROGRAM_NV);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_VELOCITY]);
+ gl.glEnable(GL.GL_VERTEX_PROGRAM_ARB);
gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput);
@@ -874,11 +849,13 @@ public class Water {
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);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0);
// Draw the quad to add in force.
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
+
// 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);
@@ -898,15 +875,16 @@ public class Water {
}
// use offsets of 3
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, CV_UV_OFFSET_TO_USE, 3, 0, 0, 0);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 3, 0, 0, 0);
- gl.glCallList(displayListIDs[CA_REGCOMBINER_EQ_WEIGHT_COMBINE]);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_EQ_WEIGHT_COMBINE]);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
// Draw the logo in the water.
if (applyInteriorBoundaries) {
- gl.glDisable(GL.GL_VERTEX_PROGRAM_NV);
+ gl.glDisable(GL.GL_VERTEX_PROGRAM_ARB);
drawInteriorBoundaryObjects(gl);
}
@@ -951,21 +929,23 @@ public class Water {
// 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);
+ gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 0, 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.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 1, pixMasks);
- gl.glCallList(displayListIDs[CA_REGCOMBINER_CREATE_NORMAL_MAP]);
+ gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_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.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 4, 0, 0, 0);
+ gl.glEnable(GL.GL_VERTEX_PROGRAM_ARB);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
+ gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
+
// 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]);
@@ -1167,10 +1147,10 @@ public class Water {
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);
+ gl.glProgramEnvParameter4fvARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_NO_OFFSET + 5 * i, noOffset);
+ gl.glProgramEnvParameter4fvARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE1 + 5 * i, type1Offset);
+ gl.glProgramEnvParameter4fvARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE2 + 5 * i, type2Offset);
+ gl.glProgramEnvParameter4fvARB(GL.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE4 + 5 * i, type4Offset);
}
}
@@ -1190,13 +1170,13 @@ public class Water {
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);
+ gl.glProgramEnvParameter4fvARB(GL.GL_VERTEX_PROGRAM_ARB, 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.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glDisable(GL.GL_VERTEX_PROGRAM_ARB);
gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_DROPLET]);
@@ -1233,15 +1213,12 @@ public class Water {
// 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;
+ private void initEqWeightCombine_PostMult(GL gl, int displayListID) {
+ // Take samples of all four texture inputs and average them,
+ // adding on a bias
+ //
+ // Original register combiner program:
+ //
// Stage 0
// rgb
// {
@@ -1250,18 +1227,6 @@ public class Water {
// 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
// {
@@ -1270,18 +1235,6 @@ public class Water {
// 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
// {
@@ -1290,18 +1243,6 @@ public class Water {
// 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
// {
@@ -1309,23 +1250,44 @@ public class Water {
// 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);
+ float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
- doFinal(gl, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM const0 = program.env[0];\n" +
+"PARAM oneQtr = { 0.25, 0.25, 0.25, 0.25 };\n" +
+"PARAM two = { 2.0, 2.0, 2.0, 2.0 };\n" +
+"TEMP texSamp0, texSamp1, texSamp2, texSamp3;\n" +
+"TEMP spare0, spare1;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"TEX texSamp1, fragment.texcoord[1], texture[1], 2D;\n" +
+"TEX texSamp2, fragment.texcoord[2], texture[2], 2D;\n" +
+"TEX texSamp3, fragment.texcoord[3], texture[3], 2D;\n" +
+"ADD spare0, texSamp0, texSamp1;\n" +
+"ADD spare1, texSamp2, texSamp3;\n" +
+"ADD spare0, spare0, spare1;\n" +
+"SUB spare0, spare0, two;\n" +
+"MAD result.color, oneQtr, spare0, const0;\n" +
+"\n" +
+"END\n";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 0, const0);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- private void initNeighborForceCalcStep1(GL gl) {
+ private void initNeighborForceCalcStep1(GL gl, int displayListID) {
// Step one in the nearest-neighbor force calculation for height-based water
// simulation. NeighborForceCalc2 is the second step.
//
@@ -1342,12 +1304,8 @@ public class Water {
// 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;
+ // Original register combiner program:
+ //
// Stage 0
// rgb
// {
@@ -1356,18 +1314,6 @@ public class Water {
// 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
// {
@@ -1376,18 +1322,6 @@ public class Water {
// 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
@@ -1397,18 +1331,6 @@ public class Water {
// 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
@@ -1418,18 +1340,6 @@ public class Water {
// 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
// {
@@ -1438,18 +1348,6 @@ public class Water {
// 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
@@ -1463,18 +1361,6 @@ public class Water {
// 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
@@ -1484,18 +1370,6 @@ public class Water {
// 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
// {
@@ -1503,22 +1377,61 @@ public class Water {
// 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);
+ float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
- 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);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM const0 = program.env[0];\n" +
+"PARAM three = { 3, 3, 3, 1.0 };\n" +
+"TEMP texSamp0, texSamp1, texSamp2, texSamp3;\n" +
+"TEMP spare0, spare1;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"TEX texSamp1, fragment.texcoord[1], texture[1], 2D;\n" +
+"TEX texSamp2, fragment.texcoord[2], texture[2], 2D;\n" +
+"TEX texSamp3, fragment.texcoord[3], texture[3], 2D;\n" +
+"ADD spare0, texSamp1, texSamp2;\n" +
+"MAD spare1, const0, const0, const0;\n" +
+"ADD spare0, texSamp3, spare0;\n" +
+"ADD spare0, spare1, spare0;\n" +
+"ADD spare1, three, const0;\n" +
+"MAD result.color, -spare1, texSamp0, spare0;\n" +
+
+// Faster version which hardcodes in value of const0:
+//"ADD spare0, texSamp1, texSamp2;\n" +
+//"ADD spare1, texSamp3, pointSevenFive;\n" +
+//"ADD spare0, spare0, spare1;\n" +
+//"MAD result.color, minusThreePointFive, texSamp0, spare0;\n" +
+
+// Straightforward port:
+//"SUB spare0, texSamp1, texSamp0;\n" +
+//"SUB spare1, texSamp2, texSamp0;\n" +
+//"ADD spare0, spare0, spare1;\n" +
+//"SUB spare1, texSamp3, texSamp0;\n" +
+//"ADD spare0, spare0, spare1;\n" +
+//"SUB spare1, const0, texSamp0;\n" +
+//"MAD spare0, const0, spare1, spare0;\n" +
+//"ADD result.color, spare0, const0;\n" +
+
+"\n" +
+"END\n";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 0, const0);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- private void initNeighborForceCalcStep2(GL gl) {
+ private void initNeighborForceCalcStep2(GL gl, int displayListID) {
// 2nd step of force calc for render-to-texture
// water simulation.
//
@@ -1535,12 +1448,8 @@ public class Water {
// 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;
+ // Original register combiner program:
+ //
// Stage 0
// last element of neighbor force
// rgb
@@ -1549,18 +1458,6 @@ public class Water {
// 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
@@ -1569,22 +1466,35 @@ public class Water {
// 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);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM const0 = program.env[0];\n" +
+"TEMP texSamp0, texSamp1, texSamp2;\n" +
+"TEMP spare0;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"TEX texSamp1, fragment.texcoord[1], texture[1], 2D;\n" +
+"TEX texSamp2, fragment.texcoord[2], texture[2], 2D;\n" +
+"SUB spare0, texSamp1, texSamp0;\n" +
+"ADD result.color, spare0, texSamp2;\n" +
+"\n" +
+"END\n";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- private void initApplyForce(GL gl) {
+ private void initApplyForce(GL gl, int displayListID) {
// This shader samples t1, biases its value to a signed number, and applies this
// value multiplied by a scale factor to the t0 sample.
//
@@ -1608,14 +1518,8 @@ public class Water {
//
// 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;
+ // Original register combiner program:
+ //
// Stage 0
// rgb
// {
@@ -1624,18 +1528,6 @@ public class Water {
// 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
// {
@@ -1643,22 +1535,45 @@ public class Water {
// 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);
+ 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.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);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM const0 = program.env[0];\n" +
+"PARAM const1 = program.env[1];\n" +
+"PARAM one = { 1.0, 1.0, 1.0, 0.0 };\n" +
+"PARAM oneHalf = { 0.5, 0.5, 0.5, 1.0 };\n" +
+"PARAM two = { 2.0, 2.0, 2.0, 1.0 };\n" +
+"TEMP texSamp0, texSamp1;\n" +
+"TEMP spare0, spare1;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"TEX texSamp1, fragment.texcoord[1], texture[1], 2D;\n" +
+"MAD spare0, two, texSamp1, -one;\n" +
+"MAD spare1, two, texSamp0, -one;\n" +
+"MAD spare0, spare0, const0, spare1;\n" +
+"MAD result.color, oneHalf, spare0, const1;\n" +
+"\n" +
+"END\n";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 0, const0);
+ gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 1, const1);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- private void initApplyVelocity(GL gl) {
+ private void initApplyVelocity(GL gl, int displayListID) {
// This shader samples t1, biases its value to a signed number, and applies this
// value multiplied by a scale factor to the t0 sample.
//
@@ -1682,12 +1597,8 @@ public class Water {
//
// 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;
+ // Original register combiner program:
+ //
// Stage 0
// rgb
// {
@@ -1696,18 +1607,6 @@ public class Water {
// 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
// {
@@ -1716,22 +1615,42 @@ public class Water {
// 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);
+ float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
- 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);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM const0 = program.env[0];\n" +
+"PARAM one = { 1.0, 1.0, 1.0, 0.0 };\n" +
+"PARAM oneHalf = { 0.5, 0.5, 0.5, 1.0 };\n" +
+"PARAM two = { 2.0, 2.0, 2.0, 1.0 };\n" +
+"TEMP texSamp0, texSamp1;\n" +
+"TEMP spare0, spare1;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"TEX texSamp1, fragment.texcoord[1], texture[1], 2D;\n" +
+"MAD spare0, two, texSamp1, -one;\n" +
+"MAD spare1, two, texSamp0, -one;\n" +
+"MAD spare0, spare0, const0, spare1;\n" +
+"MAD result.color, oneHalf, spare0, const0;\n" +
+"\n" +
+"END\n";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 0, const0);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- private void initCreateNormalMap(GL gl) {
+ private void initCreateNormalMap(GL gl, int displayListID) {
// 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
@@ -1747,9 +1666,8 @@ public class Water {
// tex2 = 0, +t
// tex3 = 0, -t
- gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 7);
-
- int stage = 0;
+ // Original register combiner program:
+ //
// Stage 0
// rgb
// {
@@ -1759,18 +1677,6 @@ public class Water {
// 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
// {
@@ -1780,25 +1686,14 @@ public class Water {
// 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.
- //
+ // Note: these variables have been renamed to "redMask" and "greenMask" in
+ // the fragment program below.
// rgb
// {
// // see comment about consts above!
@@ -1807,64 +1702,20 @@ public class Water {
// 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
// {
@@ -1872,26 +1723,7 @@ public class Water {
// 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
// {
@@ -1899,157 +1731,157 @@ public class Water {
// 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);
+ float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
- 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);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM redMask = program.env[0];\n" +
+"PARAM greenMask = program.env[1];\n" +
+"PARAM const0 = { 1.0, 1.0, 0.0, 0.0 };\n" +
+"PARAM const1 = { 0.5, 0.5, 0.0, 0.0 };\n" +
+"PARAM const2 = { 0.0, 0.0, 1.0, 1.0 };\n" +
+"PARAM one = { 1.0, 1.0, 1.0, 0.0 };\n" +
+"PARAM oneHalf = { 0.5, 0.5, 0.5, 1.0 };\n" +
+"PARAM two = { 2.0, 2.0, 2.0, 1.0 };\n" +
+"PARAM four = { 4.0, 4.0, 4.0, 1.0 };\n" +
+"TEMP texSamp0, texSamp1, texSamp2, texSamp3;\n" +
+"TEMP spare0, spare1, spare2;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"TEX texSamp1, fragment.texcoord[1], texture[1], 2D;\n" +
+"TEX texSamp2, fragment.texcoord[2], texture[2], 2D;\n" +
+"TEX texSamp3, fragment.texcoord[3], texture[3], 2D;\n" +
+"SUB spare0, texSamp0, texSamp1;\n" +
+"MUL spare0, spare0, four;\n" +
+"SUB spare1, texSamp3, texSamp2;\n" +
+"MUL spare1, spare1, four;\n" +
+"MUL spare0, spare0, redMask;\n" +
+"MAD spare0, greenMask, spare1, spare0;\n" +
+"MUL_SAT spare2, spare0, spare0;\n" +
+"SUB spare2, one, spare2;\n" +
+"DP3 spare1, spare2, const0;\n" +
+"ADD spare0, spare0, const1;\n" +
+"MAD result.color, const2, spare1, spare0;\n" +
+"\n" +
+"END\n";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- 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 initDotProductReflect(GL gl, int displayListID) {
+ // Pseudocode for this operation, derived from the NVidia
+ // texture_shader.txt documentation at
+ // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_shader.txt
+
+ // TEX texSamp0, fragment.texcoord[0], texture[0], 2D;
+ // MAD texSamp0, two, texSamp0, minusOne;
+ // TEMP dotPP = texSamp0 . texcoord[1];
+ // TEMP dotP = texSamp0 . texcoord[2];
+ // TEMP dotC = texSamp0 . texcoord[3];
+ // TEMP R, N, E;
+ // N = [dotPP, dotP, dotC];
+ // ooNLength = N dot N;
+ // RCP ooNLength, ooNLength;
+ // E = [texcoord[1].w, texcoord[2].w, texcoord[3].w];
+ // nDotE = N dot E;
+ // MUL R, nDotE, N;
+ // MUL R, R, two;
+ // MUL R, R, ooNLength;
+ // SUB R, R, E;
+ // TEX result.color, R, texture[3], CUBE;
+
+ // This fragment program is pretty length-sensitive; making it too
+ // big causes the frame rate to be cut in half on my machine
+ // (Quadro FX Go700) due to sync-to-vertical-refresh. The program
+ // below is more optimized in its use of temporaries. Some of the
+ // scaling operations on the first component of the normal vector
+ // (before subtracting off the E vector) don't appear to make much
+ // of a visual difference so they are skipped as well.
- 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);
+ int[] tmpInt = new int[1];
+ gl.glGenProgramsARB(1, tmpInt);
+ int fragProg = tmpInt[0];
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+
+ String program =
+"!!ARBfp1.0\n" +
+"PARAM minusOne = { -1.0, -1.0, -1.0, 0.0 };\n" +
+"PARAM two = { 2.0, 2.0, 2.0, 0.0 };\n" +
+"TEMP texSamp0, R, N, E;\n" +
+"\n" +
+"TEX texSamp0, fragment.texcoord[0], texture[0], 2D;\n" +
+"MAD texSamp0, two, texSamp0, minusOne;\n" +
+"DP3 N.x, texSamp0, fragment.texcoord[1];\n" +
+"DP3 N.y, texSamp0, fragment.texcoord[2];\n" +
+"DP3 N.z, texSamp0, fragment.texcoord[3];\n" +
+"MOV E.x, fragment.texcoord[1].w;\n" +
+"MOV E.y, fragment.texcoord[2].w;\n" +
+"MOV E.z, fragment.texcoord[3].w;\n" +
+"MUL N, N, two;\n" +
+"SUB R, N, E;\n" +
+"TEX result.color, R, texture[3], CUBE;\n" +
+"\n" +
+"END";
+
+ loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
+
+ gl.glNewList(displayListID, GL.GL_COMPILE);
+ gl.glBindProgramARB(GL.GL_FRAGMENT_PROGRAM_ARB, fragProg);
+ gl.glEnable(GL.GL_FRAGMENT_PROGRAM_ARB);
+ gl.glEndList();
}
- 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);
+ private void loadProgram(GL gl,
+ int target,
+ String programBuffer) {
+ gl.glProgramStringARB(target, GL.GL_PROGRAM_FORMAT_ASCII_ARB, programBuffer.length(), programBuffer);
+ int[] errPos = new int[1];
+ gl.glGetIntegerv(GL.GL_PROGRAM_ERROR_POSITION_ARB, errPos);
+ if (errPos[0] >= 0) {
+ String kind = "Program";
+ if (target == GL.GL_VERTEX_PROGRAM_ARB) {
+ kind = "Vertex program";
+ } else if (target == GL.GL_FRAGMENT_PROGRAM_ARB) {
+ kind = "Fragment program";
+ }
+ System.out.println(kind + " failed to load:");
+ String errMsg = gl.glGetString(GL.GL_PROGRAM_ERROR_STRING_ARB);
+ if (errMsg == null) {
+ System.out.println("[No error message available]");
+ } else {
+ System.out.println("Error message: \"" + errMsg + "\"");
+ }
+ System.out.println("Error occurred at position " + errPos[0] + " in program:");
+ int endPos = errPos[0];
+ while (endPos < programBuffer.length() && programBuffer.charAt(endPos) != '\n') {
+ ++endPos;
+ }
+ System.out.println(programBuffer.substring(errPos[0], endPos));
+ throw new GLException("Error loading " + kind);
+ } else {
+ if (target == GL.GL_FRAGMENT_PROGRAM_ARB) {
+ int[] isNative = new int[1];
+ gl.glGetProgramivARB(GL.GL_FRAGMENT_PROGRAM_ARB,
+ GL.GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB,
+ isNative);
+ // if (isNative[1] != 1) {
+ if (isNative[0] != 1) {
+ System.out.println("WARNING: fragment program is over native resource limits");
+ Thread.dumpStack();
+ }
+ }
+ }
}
}