1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | // Copyright (c) 2004-2005 Lutz Latta |
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3 | // |
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4 | // Permission is hereby granted, free of charge, to any person obtaining |
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5 | // a copy of this software and associated documentation files (the "Software"), |
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6 | // to deal in the Software without restriction, including without limitation |
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7 | // the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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8 | // and/or sell copies of the Software, and to permit persons to whom the |
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9 | // Software is furnished to do so, subject to the following conditions: |
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10 | // |
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11 | // The above copyright notice and this permission notice shall be included |
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12 | // in all copies or substantial portions of the Software. |
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13 | // |
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14 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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15 | // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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16 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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17 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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18 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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19 | // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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20 | // DEALINGS IN THE SOFTWARE. |
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21 | |
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22 | |
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23 | // Supporting functions for adapting generic sorting algorithm to distance sorting. |
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24 | // |
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25 | // Note: Packing of two 16-bit halfs into one float is used. |
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26 | // This works only perfect with texture sizes up to 1024. |
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27 | // With size 2048 the higher coordinates shift from xxxx.5 to integer values, |
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28 | // then the algorithm should be changed to store only integers and always add 0.5. |
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29 | #define USE_RGB_FORMAT |
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30 | #ifndef USE_RGB_FORMAT |
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31 | float2 initSortIndex(float2 sortIndex : TEXCOORD0) : COLOR |
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32 | { |
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33 | // TBD... |
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34 | return float2(0, pack_2half(sortIndex)); |
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35 | //return float2(sortIndex.x, sortIndex.y); |
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36 | } |
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37 | |
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38 | float2 computeDistance(float2 texCoord : TEXCOORD0, |
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39 | uniform samplerRECT sortTexture : register(s0), |
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40 | uniform samplerRECT positionTexture : register(s1), |
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41 | uniform float3 viewerPosition) : COLOR |
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42 | { |
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43 | float sortIndex = texRECT(sortTexture, texCoord.xy).y; |
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44 | half2 particleIndex = unpack_2half(sortIndex); |
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45 | |
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46 | float3 particlePos = (float3)texRECT(positionTexture, particleIndex); |
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47 | |
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48 | float3 delta = viewerPosition - particlePos; |
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49 | float distanceSqr = dot(delta, delta); |
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50 | |
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51 | // Prevent unused, far-away particles from destroying comparisons in sorting. |
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52 | if (distanceSqr > 1e6 || isnan(distanceSqr)) |
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53 | distanceSqr = 1e6; |
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54 | |
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55 | return float2(distanceSqr, sortIndex); |
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56 | } |
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57 | float4 lookupPosition(float2 texCoord : TEXCOORD0, |
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58 | uniform samplerRECT sortTexture : register(s0), |
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59 | uniform samplerRECT positionTexture : register(s1)) : COLOR |
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60 | { |
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61 | float sortIndex = texRECT(sortTexture, texCoord.xy).y; |
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62 | half2 particleIndex = unpack_2half(sortIndex); |
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63 | float4 particlePos = (float4)texRECT(positionTexture, particleIndex); |
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64 | |
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65 | return particlePos; |
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66 | } |
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67 | |
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68 | #else |
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69 | float3 initSortIndex(float2 sortIndex : TEXCOORD0) : COLOR |
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70 | { |
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71 | //return float3(0, sortIndex.x, sortIndex.y); |
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72 | return float3(1e6, sortIndex.x, sortIndex.y); |
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73 | } |
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74 | |
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75 | float3 computeDistance(float2 texCoord : TEXCOORD0, |
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76 | uniform samplerRECT sortTexture : register(s0), |
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77 | uniform samplerRECT positionTexture : register(s1), |
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78 | uniform float3 viewerPosition) : COLOR |
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79 | { |
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80 | float2 particleIndex = texRECT(sortTexture, texCoord.xy).yz; |
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81 | float3 particlePos = texRECT(positionTexture, particleIndex).xyz; |
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82 | |
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83 | float3 delta = viewerPosition - particlePos; |
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84 | float distanceSqr = dot(delta, delta); |
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85 | |
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86 | // Prevent unused, far-away particles from destroying comparisons in sorting. |
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87 | if (distanceSqr > 1e6 || isnan(distanceSqr)) |
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88 | distanceSqr = 1e6; |
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89 | |
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90 | return float3(distanceSqr, particleIndex.x, particleIndex.y); |
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91 | } |
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92 | |
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93 | float3 lookupPosition(float2 texCoord : TEXCOORD0, |
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94 | uniform samplerRECT sortTexture : register(s0), |
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95 | uniform samplerRECT positionTexture : register(s1)) : COLOR |
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96 | { |
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97 | float2 particleIndex = texRECT(sortTexture, texCoord.xy).yz; |
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98 | float3 particlePos = texRECT(positionTexture, particleIndex).xyz; |
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99 | |
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100 | return particlePos; |
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101 | } |
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102 | #endif |
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