source: nanovis/trunk/shaders/distancesort.cg @ 5722

Last change on this file since 5722 was 2852, checked in by ldelgass, 12 years ago

Fix up line endings and formatting in shader code, also add emacs magic line
to get C++ mode highlighting

File size: 2.8 KB
Line 
1/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */
2// Copyright (c) 2004-2005 Lutz Latta
3//
4// Permission is hereby granted, free of charge, to any person obtaining
5// a copy of this software and associated documentation files (the "Software"),
6// to deal in the Software without restriction, including without limitation
7// the rights to use, copy, modify, merge, publish, distribute, sublicense,
8// and/or sell copies of the Software, and to permit persons to whom the
9// Software is furnished to do so, subject to the following conditions:
10//
11// The above copyright notice and this permission notice shall be included
12// in all copies or substantial portions of the Software.
13//
14// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20// DEALINGS IN THE SOFTWARE.
21
22
23// Supporting functions for adapting generic sorting algorithm to distance sorting.
24//
25// Note: Packing of two 16-bit halfs into one float is used.
26// This works only perfect with texture sizes up to 1024.
27// With size 2048 the higher coordinates shift from xxxx.5 to integer values,
28// then the algorithm should be changed to store only integers and always add 0.5.
29
30float2 initSortIndex(float2 _SortIndex : TEXCOORD0) : COLOR
31{
32    return float2(0, pack_2half(_SortIndex));
33}
34
35float2 computeDistance(float2 _TexCoord : TEXCOORD0,
36                       uniform samplerRECT _SortTexture : register(s0),
37                       uniform samplerRECT _PositionTexture : register(s1),
38                       uniform float3 _ViewerPosition) : COLOR
39{
40    float sortIndex = texRECT(_SortTexture, _TexCoord.xy).y;
41    half2 particleIndex = unpack_2half(sortIndex);
42
43    float3 particlePos = (float3)texRECT(_PositionTexture, particleIndex);
44
45    float3 delta = _ViewerPosition - particlePos;
46    float distanceSqr = dot(delta, delta);
47
48    // Prevent unused, far-away particles from destroying comparisons in sorting.
49    if (distanceSqr > 1e6 || isnan(distanceSqr))
50        distanceSqr = 1e6;
51
52    return float2(distanceSqr, sortIndex);
53}
54
55float4 lookupPosition(float2 _TexCoord : TEXCOORD0,
56                      uniform samplerRECT _SortTexture : register(s0),
57                      uniform samplerRECT _PositionTexture : register(s1)) : COLOR
58{
59    float sortIndex = texRECT(_SortTexture, _TexCoord.xy).y;
60    half2 particleIndex = unpack_2half(sortIndex);
61    float4 particlePos = (float4)texRECT(_PositionTexture, particleIndex);
62
63    return particlePos;
64}
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