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cg-examples-3.0.0018-0.1.x86_64.rpm


/* Geometry shader implementation of quadrilateral barycentric
   interpolation scheme using mean value coordinates described in
   "A Quadrilateral Rendering Primitive" by Hormann and Tarini (2004
   Graphics Hardware Workshop). */

// Vertex shader necessary for GLSL

void vertexPassThru
(
      float4 position  : POSITION,
      float4 color     : COLOR0,
        
  out float4 oPosition : POSITION,
  out float4 oColor    : COLOR0
)
{
  oPosition = position;
  oColor    = color;
}

// Helper function to compute the 2D area between 2 vectors. */
float area(float2 a, float2 b)
{
  return a.x*b.y - a.y*b.x;
}

// Pretend a 4-vertex "line adjacency" primitive represents a
// quadrilateral
#define QUAD LINE_ADJ

// cgc -profile gp4gp -entry gs_interp_quad gs_interp_quad.cgfx
QUAD TRIANGLE_OUT
void gs_interp_quad(AttribArray<float4> position : POSITION,
                    AttribArray<float3> rgb      : COLOR)
{
  float2 v[4];
  float4 rgbOverW_oneOverW[4];  // .rgb = rgbOverW, .w = oneOverW
  unsigned int i, j, j_next;

  for (i=0; i<4; i++) {
    float oneOverW = 1/position[i].w;

    rgbOverW_oneOverW[i].rgb = rgb[i] * oneOverW;
    rgbOverW_oneOverW[i].w   = oneOverW;
    v[i] = position[i].xy * oneOverW;
  }

  for (i=0; i<4; i++) {
    // Mapping of polygon vertex order to triangle strip vertex order.
    //
    // Quad (lines adjacency)    Triangle strip
    // vertex order:             vertex order:
    // 
    //        1----2                 1----3
    //        |    |      ===>       | \  |
    //        |    |                 |  \ |
    //        0----3                 0----2
    //
    const int reorder[4] = { 0, 1, 3, 2 };
    const int ii = reorder[i];

    float3 s_A[4];  // .xy = s[i], .z = A[i]

    for (j=0; j<4; j++) {
      s_A[j].xy = v[j] - v[ii];
    }
    for (j=0; j<4; j++) {
      j_next = (j+1) % 4;
      s_A[j].z = area(s_A[j].xy, s_A[j_next].xy);
    }
    emitVertex(position[ii] / position[ii].w,
      s_A[0]:TEXCOORD0,
      s_A[1]:TEXCOORD1,
      s_A[2]:TEXCOORD2,
      s_A[3]:TEXCOORD3,
      rgbOverW_oneOverW[0]:TEXCOORD4,
      rgbOverW_oneOverW[1]:TEXCOORD5,
      rgbOverW_oneOverW[2]:TEXCOORD6,
      rgbOverW_oneOverW[3]:TEXCOORD7);
  }
}

// cgc -profile gp4fp -entry fs_interp_quad gs_interp_quad.cgfx
float4 fs_interp_quad(float3 s_A[4]               : TEXCOORD0,
                      float4 rgbOverW_oneOverW[4] : TEXCOORD4) : COLOR
{
  unsigned int i, i_next, i_prev;

  float2 s[4];
  float  A[4];
  float3 rgbOverW[4];
  float  oneOverW[4];

  for (i=0; i<4; i++) {
    s[i] = s_A[i].xy;
    A[i] = s_A[i].z;
    rgbOverW[i] = rgbOverW_oneOverW[i].rgb;
    oneOverW[i] = rgbOverW_oneOverW[i].w;
  }

  float D[4];
  float r[4];

  for (i=0; i<4; i++) {
    i_next = (i+1)%4;
    D[i] = dot(s[i], s[i_next]);
    r[i] = length(s[i]);
    if (oneOverW[i] < 0) {  // is w[i] negative?
      r[i] = -r[i];
    }
  }

  float t[4];

  for (i=0; i<4; i++) {
    i_next = (i+1)%4;
    t[i] = (r[i]*r[i_next] - D[i]) / A[i];
  }

  float uSum = 0;
  float u[4];

  for (i=0; i<4; i++) {
    i_prev = (i-1)%4;
    u[i] = (t[i_prev] + t[i]) / r[i];
    uSum += u[i];
  }

  float3 interp_rgbOverW = 0;
  float  interp_oneOverW = 0;
  float  lambda[4];

  for (i=0; i<4; i++) {
    lambda[i] = u[i] / uSum;
  }

  /* Discard fragments when all the weights are neither all negative
     nor all positive. */
  float lambdaSignCount = 0;
  for (i=0; i<4; i++) {
    if (lambda[i] < 0) {
      lambdaSignCount--;
    } else {
      lambdaSignCount++;
    }
  }
  if (abs(lambdaSignCount) != 4) {
    discard;
  }

  for (i=0; i<4; i++) {
    interp_rgbOverW += lambda[i] * rgbOverW[i];
    interp_oneOverW += lambda[i] * oneOverW[i];
  }

  float3 interp_rgb = interp_rgbOverW / interp_oneOverW;

  float4 result;
  result = float4(interp_rgb, 1);
  return result;
}

QUAD TRIANGLE_OUT
void quadToTrianglePair(AttribArray<float4> position : POSITION,
                        AttribArray<float3> rgb      : COLOR)
{
  int i;

  for (i=0; i<4; i++) {
    // Mapping of polygon vertex order to triangle strip vertex order.
    const int reorder[4] = { 0, 1, 3, 2 };
    int ii = reorder[i];

    emitVertex(position[ii], rgb[ii]);
  }
}

float4 interpolateColor(float3 interp_rgb : COLOR) : COLOR
{
  float4 result;
  result = float4(interp_rgb, 1);
  return result;
}

/* Technique for conventional quad rendering (breaking quads into a
   two-triangle strip). */
technique ConventionalQuadRendering {
  pass {
    VertexProgram   = compile latest vertexPassThru();
    GeometryProgram = compile latest quadToTrianglePair();    
    FragmentProgram = compile latest interpolateColor();
  }
}

/* Technique for mean value coordinate-based quad rendering (interpolating
   attributes and testing ownership with mean value coordinates). */
technique ImprovedQuadRendering {
  pass {
    VertexProgram   = compile latest vertexPassThru();
    GeometryProgram = compile latest gs_interp_quad();                                           
    FragmentProgram = compile latest fs_interp_quad();
  }
}