/*
* 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.
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* 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'
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package demos.vertexProgWarp;
import demos.common.Demo;
import demos.common.DemoListener;
import demos.util.DurationTimer;
import demos.util.SystemTime;
import demos.util.Time;
import demos.util.Triceratops;
import gleem.BSphere;
import gleem.BSphereProvider;
import gleem.ExaminerViewer;
import gleem.ManipManager;
import gleem.linalg.Vec3f;
import java.awt.BorderLayout;
import java.awt.Frame;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.IOException;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES1;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.awt.AWTGLAutoDrawable;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.glu.GLUquadric;
import com.jogamp.opengl.util.Animator;
import javax.swing.JOptionPane;
/**
Simple space-warp/distortion vertex program demo<br>
(Press the space bar to switch through programs)<br><p>
sgreen@nvidia.com 9/2000, based on Cass's vtxprog_silhouette<br><p>
Ported to Java by Kenneth Russell
*/
public class VertexProgWarp extends Demo {
private GLAutoDrawable drawable;
private DurationTimer timer = new DurationTimer();
private boolean firstRender = true;
private int frameCount;
public static void main(String[] args) {
new VertexProgWarp().run(args);
}
public void run(String[] args) {
VertexProgWarp demo = new VertexProgWarp();
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(demo);
canvas.addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e) {
dispatchKey(e.getKeyCode(), e.getKeyChar());
}
});
final Animator animator = new Animator(canvas);
demo.setDemoListener(new DemoListener() {
public void shutdownDemo() {
runExit(animator);
}
public void repaint() {}
});
final Frame frame = new Frame();
demo.setTitleSetter(new VertexProgWarp.TitleSetter() {
public void setTitle(String title) {
frame.setTitle(title);
}
});
frame.setLayout(new BorderLayout());
canvas.setSize(512, 512);
frame.add(canvas, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
canvas.requestFocus();
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
runExit(animator);
}
});
animator.start();
}
public static abstract class TitleSetter {
public abstract void setTitle(String title);
}
public void setTitleSetter(TitleSetter setter) {
titleSetter = setter;
}
private TitleSetter titleSetter;
private boolean initComplete;
// period of 4-term Taylor approximation to sin isn't quite 2*M_PI
private static final float SIN_PERIOD = 3.079f;
private static final int NUM_OBJS = 5;
private static final int NUM_PROGS = 7;
private int[] programs = new int[NUM_PROGS];
private float zNear = 0.1f;
private float zFar = 10.0f;
private int program = 2;
private int obj = 2;
private boolean[] b = new boolean[256];
private boolean wire = false;
private boolean toggleWire = false;
private boolean animating = true;
private boolean doViewAll = true;
private Time time = new SystemTime();
private float anim = 0.0f;
private float animScale = 7.0f;
private float amp = 0.05f;
private float freq = 8.0f;
private float d = 4.0f;
private GLU glu = new GLU();
private ExaminerViewer viewer;
public void init(GLAutoDrawable drawable) {
initComplete = false;
GL2 gl = drawable.getGL().getGL2();
float cc = 0.0f;
gl.glClearColor(cc, cc, cc, 1);
gl.glColor3f(1,1,1);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDisable(GL.GL_CULL_FACE);
try {
initExtension(gl, "GL_ARB_vertex_program");
} catch (RuntimeException e) {
shutdownDemo();
throw(e);
}
for(int i=0; i<NUM_OBJS; i++) {
gl.glNewList(i+1, GL2.GL_COMPILE);
drawObject(gl, i);
gl.glEndList();
}
for(int i=0; i<NUM_PROGS; i++) {
int[] vtxProgTmp = new int[1];
gl.glGenProgramsARB(1, vtxProgTmp, 0);
programs[i] = vtxProgTmp[0];
gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[i]);
gl.glProgramStringARB(GL2.GL_VERTEX_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, programTexts[i].length(),
programTexts[i]);
}
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants
// sin Taylor series constants - 1, 1/3!, 1/5!, 1/7!
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2));
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f);
// sin wave frequency, amplitude
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, 1.0f, 0.2f, 0.0f, 0.0f);
// phase animation
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, 0.0f, 0.0f, 0.0f, 0.0f);
// fisheye sphere radius
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 8, 1.0f, 0.0f, 0.0f, 0.0f);
setWindowTitle();
doViewAll = true;
b['p'] = true;
// Register the window with the ManipManager
ManipManager manager = ManipManager.getManipManager();
manager.registerWindow((AWTGLAutoDrawable) drawable);
this.drawable = drawable;
viewer = new ExaminerViewer();
viewer.setUpVector(Vec3f.Y_AXIS);
viewer.setNoAltKeyMode(true);
viewer.setAutoRedrawMode(false);
viewer.attach((AWTGLAutoDrawable) drawable, new BSphereProvider() {
public BSphere getBoundingSphere() {
return new BSphere(new Vec3f(0, 0, 0), 1.0f);
}
});
viewer.setVertFOV((float) Math.toRadians(60));
viewer.setZNear(zNear);
viewer.setZFar(zFar);
initComplete = true;
}
public void dispose(GLAutoDrawable drawable) {
}
public void display(GLAutoDrawable drawable) {
if (!initComplete) {
return;
}
if (!firstRender) {
if (++frameCount == 30) {
timer.stop();
System.err.println("Frames per second: " + (30.0f / timer.getDurationAsSeconds()));
timer.reset();
timer.start();
frameCount = 0;
}
} else {
firstRender = false;
timer.start();
}
time.update();
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
if (toggleWire) {
wire = !wire;
if (wire)
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
else
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
toggleWire = false;
}
gl.glPushMatrix();
if (doViewAll) {
viewer.viewAll(gl);
doViewAll = false;
}
if (animating) {
anim -= (float) (animScale * time.deltaT());
}
viewer.update(gl);
ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters());
ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl);
gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[program]);
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, anim, 0.0f, 0.0f, 0.0f);
if (program==6)
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f);
else
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, freq, amp, d, d+1);
if (b['p'])
gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glCallList(obj+1);
gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB);
gl.glPopMatrix();
}
// Unused routines
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
//----------------------------------------------------------------------
// Internals only below this point
//
public void shutdownDemo() {
ManipManager.getManipManager().unregisterWindow((AWTGLAutoDrawable) drawable);
drawable.removeGLEventListener(this);
super.shutdownDemo();
}
private void initExtension(GL2 gl, String glExtensionName) {
if (!gl.isExtensionAvailable(glExtensionName)) {
final String message = "OpenGL extension \"" + glExtensionName + "\" not available";
new Thread(new Runnable() {
public void run() {
JOptionPane.showMessageDialog(null, message, "Unavailable extension", JOptionPane.ERROR_MESSAGE);
shutdownDemo();
}
}).start();
throw new RuntimeException(message);
}
}
private void dispatchKey(int keyCode, char k) {
if (k < 256)
b[k] = !b[k];
switch (keyCode) {
case KeyEvent.VK_HOME:
case KeyEvent.VK_R:
anim = 0.0f;
amp = 0.05f;
freq = 8.0f;
d = 4.0f;
doViewAll = true;
break;
case KeyEvent.VK_LEFT:
case KeyEvent.VK_KP_LEFT:
program--;
if (program < 0)
program = NUM_PROGS-1;
setWindowTitle();
break;
case KeyEvent.VK_RIGHT:
case KeyEvent.VK_KP_RIGHT:
program = (program + 1) % NUM_PROGS;
setWindowTitle();
break;
case KeyEvent.VK_F1:
case KeyEvent.VK_H:
String endl = System.getProperty("line.separator");
endl = endl + endl;
String msg = ("F1/h - Help" + endl +
"Home - Reset" + endl +
"Left Button & Mouse - Rotate viewpoint" + endl +
"1..5 - Switch object (Sphere, Torus, Triceratop, Cube, Cylinder)" + endl +
"- / + - Change amplitude" + endl +
"[ / ] - Change frequency" + endl +
", / . - Change square fisheye size" + endl +
"Left - Next vertex program" + endl +
"Right - Previous vertex program" + endl +
"W - Toggle wireframe" + endl +
"Space - Toggle animation" + endl +
"Esc/q - Exit program" + endl);
JOptionPane.showMessageDialog(null, msg, "Help", JOptionPane.INFORMATION_MESSAGE);
break;
case KeyEvent.VK_ESCAPE:
case KeyEvent.VK_Q:
shutdownDemo();
return;
case KeyEvent.VK_W:
toggleWire = true;
break;
case KeyEvent.VK_EQUALS:
case KeyEvent.VK_PLUS:
amp += 0.01;
break;
case KeyEvent.VK_MINUS:
amp -= 0.01;
break;
case KeyEvent.VK_CLOSE_BRACKET:
freq += 0.5;
break;
case KeyEvent.VK_OPEN_BRACKET:
freq -= 0.5;
break;
case KeyEvent.VK_PERIOD:
d += 0.1;
break;
case KeyEvent.VK_COMMA:
d -= 0.1;
break;
case KeyEvent.VK_SPACE:
// Could also start/stop Animator here
animating = !animating;
break;
case KeyEvent.VK_1:
obj = 0;
break;
case KeyEvent.VK_2:
obj = 1;
break;
case KeyEvent.VK_3:
obj = 2;
break;
case KeyEvent.VK_4:
obj = 3;
break;
case KeyEvent.VK_5:
obj = 4;
break;
}
}
private void setWindowTitle() {
titleSetter.setTitle("SpaceWarp - " + programNames[program]);
}
private void drawObject(GL2 gl, int which) {
switch(which) {
case 0:
drawSphere(gl, 0.5f, 100, 100);
break;
case 1:
drawTorus(gl, 0.25f, 0.5f, 100, 100);
break;
case 2:
try {
Triceratops.drawObject(gl);
} catch (IOException e) {
shutdownDemo();
throw new RuntimeException(e);
}
break;
case 3:
drawCube(gl);
break;
case 4:
drawCylinder(gl);
break;
}
}
private void drawSphere(GL2 gl, float radius, int slices, int stacks) {
int J = stacks;
int I = slices;
for(int j = 0; j < J; j++) {
float v = j/(float) J;
float phi = (float) (v * 2 * Math.PI);
float v2 = (j+1)/(float) J;
float phi2 = (float) (v2 * 2 * Math.PI);
gl.glBegin(GL2.GL_QUAD_STRIP);
for(int i = 0; i < I; i++) {
float u = i/(I-1.0f);
float theta = (float) (u * Math.PI);
float x,y,z,nx,ny,nz;
nx = (float) (Math.cos(theta)*Math.cos(phi));
ny = (float) (Math.sin(theta)*Math.cos(phi));
nz = (float) (Math.sin(phi));
x = radius * nx;
y = radius * ny;
z = radius * nz;
gl.glColor3f ( u, v, 0.0f);
gl.glNormal3f(nx, ny, nz);
gl.glVertex3f( x, y, z);
nx = (float) (Math.cos(theta)*Math.cos(phi2));
ny = (float) (Math.sin(theta)*Math.cos(phi2));
nz = (float) (Math.sin(phi2));
x = radius * nx;
y = radius * ny;
z = radius * nz;
gl.glColor3f ( u, v+(1.0f/(J-1.0f)), 0.0f);
gl.glNormal3f(nx, ny, nz);
gl.glVertex3f( x, y, z);
}
gl.glEnd();
}
}
private void drawTorus(GL2 gl, float meridian_radius, float core_radius,
int meridian_slices, int core_slices) {
int J = meridian_slices;
int I = core_slices;
for(int j = 0; j < J-1; j++) {
float v = j/(J-1.0f);
float rho = (float) (v * 2.0f * Math.PI);
float v2 = (j+1)/(J-1.0f);
float rho2 = (float) (v2 * 2.0f * Math.PI);
gl.glBegin(GL2.GL_QUAD_STRIP);
for(int i = 0; i < I; i++) {
float u = i/(I-1.0f);
float theta = (float) (u * 2.0f * Math.PI);
float x,y,z,nx,ny,nz;
x = (float) (core_radius*Math.cos(theta) + meridian_radius*Math.cos(theta)*Math.cos(rho));
y = (float) (core_radius*Math.sin(theta) + meridian_radius*Math.sin(theta)*Math.cos(rho));
z = (float) (meridian_radius*Math.sin(rho));
nx = (float) (Math.cos(theta)*Math.cos(rho));
ny = (float) (Math.sin(theta)*Math.cos(rho));
nz = (float) (Math.sin(rho));
gl.glColor3f ( u, v, 0.0f);
gl.glNormal3f(nx, ny, nz);
gl.glVertex3f( x, y, z);
x = (float) (core_radius*Math.cos(theta) + meridian_radius*Math.cos(theta)*Math.cos(rho2));
y = (float) (core_radius*Math.sin(theta) + meridian_radius*Math.sin(theta)*Math.cos(rho2));
z = (float) (meridian_radius*Math.sin(rho2));
nx = (float) (Math.cos(theta)*Math.cos(rho2));
ny = (float) (Math.sin(theta)*Math.cos(rho2));
nz = (float) (Math.sin(rho2));
gl.glColor3f ( u, v, 0.0f);
gl.glNormal3f(nx, ny, nz);
gl.glVertex3f( x, y, z);
}
gl.glEnd();
}
}
private void drawCube(GL2 gl) {
int cr = 40;
float scaleFactor = 0.5f;
// back
gl.glColor3f(1.0f, 0.0f, 0.0f);
gl.glNormal3f(0.0f, 0.0f, -1.0f);
drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, -1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f);
// front
gl.glColor3f(1.0f, 0.0f, 0.0f);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, 1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f);
// left
gl.glColor3f(0.0f, 1.0f, 0.0f);
gl.glNormal3f(-1.0f, 0.0f, 0.0f);
drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 2.0f, 0.0f);
// right
gl.glColor3f(0.0f, 0.0f, 1.0f);
gl.glNormal3f(1.0f, 0.0f, 0.0f);
drawGrid(gl, cr, cr, scaleFactor, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 2.0f, 0.0f);
// bottom
gl.glColor3f(1.0f, 1.0f, 0.0f);
gl.glNormal3f(0.0f,-1.0f, 0.0f);
drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, -1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f);
// top
gl.glColor3f(0.0f, 1.0f, 1.0f);
gl.glNormal3f(0.0f, 1.0f, 0.0f);
drawGrid(gl, cr, cr, scaleFactor, -1.0f, 1.0f, -1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f);
}
private void drawGrid(GL2 gl, int rows, int cols,
float scaleFactor,
float sx, float sy, float sz,
float ux, float uy, float uz,
float vx, float vy, float vz) {
int x, y;
for(y=0; y<rows; y++) {
gl.glBegin(GL2.GL_QUAD_STRIP);
for(x=0; x<=cols; x++) {
float u = x / (float) cols;
float v = y / (float) rows;
float v2 = v + (1.0f / (float) rows);
gl.glTexCoord2f(u, v);
gl.glVertex3f(scaleFactor * (sx + (u*ux) + (v*vx)),
scaleFactor * (sy + (u*uy) + (v*vy)),
scaleFactor * (sz + (u*uz) + (v*vz)));
gl.glTexCoord2f(u, v2);
gl.glVertex3f(scaleFactor * (sx + (u*ux) + (v2*vx)),
scaleFactor * (sy + (u*uy) + (v2*vy)),
scaleFactor * (sz + (u*uz) + (v2*vz)));
}
gl.glEnd();
}
}
private void drawCylinder(GL2 gl) {
GLUquadric quad;
quad = glu.gluNewQuadric();
glu.gluQuadricDrawStyle (quad, GLU.GLU_FILL);
glu.gluQuadricOrientation(quad, GLU.GLU_OUTSIDE);
glu.gluQuadricNormals (quad, GLU.GLU_SMOOTH);
glu.gluQuadricTexture (quad, true);
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glPushMatrix();
gl.glTranslatef(-1.0f, 0.0f, 0.0f);
gl.glRotatef (90.0f, 0.0f, 1.0f, 0.0f);
glu.gluCylinder(quad, 0.25f, 0.25f, 2.0f, 60, 30);
gl.glPopMatrix();
glu.gluDeleteQuadric(quad);
}
private static final String[] programNames = new String[] {
"Normal",
"Pulsate",
"Wave",
"Square fisheye",
"Spherical fisheye",
"Ripple",
"Twist"
};
private static final String programSetup =
"PARAM mvp [4] = { state.matrix.mvp }; # modelview projection matrix\n" +
"PARAM mvit[4] = { state.matrix.modelview.invtrans }; # modelview matrix inverse transpose\n" +
"PARAM mv [4] = { state.matrix.modelview }; # modelview matrix\n" +
"PARAM proj[4] = { state.matrix.projection }; # projection matrix\n" +
"PARAM lightPos = program.env[0]; # light position/direction\n" +
"PARAM diffuseCol = program.env[1]; # diffuse color\n" +
"PARAM specularCol = program.env[2]; # specular color\n" +
"PARAM smoothstep = program.env[3]; # smoothstep constants\n" +
"PARAM sinTaylorConst1 = program.env[4]; # sin Taylor series constants 1 of 2\n" +
"PARAM sinTaylorConst2 = program.env[5]; # sin Taylor series constants 2 of 2\n" +
"PARAM sinFreqAmplitude = program.env[6]; # sin wave frequency, amplitude\n" +
"PARAM phaseAnim = program.env[7]; # phase animation\n" +
"PARAM fisheyeRadius = program.env[8]; # fisheye sphere radius\n" +
"\n" +
"# Per vertex inputs\n" +
"ATTRIB iPos = vertex.position; # position\n" +
"ATTRIB iTex = vertex.texcoord; # tex coord\n" +
"ATTRIB iNorm = vertex.normal; # normal\n" +
"\n" +
"# Outputs\n" +
"OUTPUT oPos = result.position; # position\n" +
"OUTPUT oCol0 = result.color; # color\n" +
"OUTPUT oTex0 = result.texcoord; # tex coord\n" +
"\n" +
"# Temporaries\n" +
"TEMP r0;\n" +
"TEMP r1;\n" +
"TEMP r2;\n" +
"TEMP r3;\n" +
"TEMP r4;\n";
private static final String[] programTexts = new String[] {
//
// Transform with diffuse lighting
//
"!!ARBvp1.0\n" +
"#Simple transform and diffuse lighting\n" +
programSetup +
"DP4 oPos.x, mvp[0], iPos ; # object x MVP -> clip\n" +
"DP4 oPos.y, mvp[1], iPos ;\n" +
"DP4 oPos.z, mvp[2], iPos ;\n" +
"DP4 oPos.w, mvp[3], iPos ;\n" +
"\n" +
"DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
"DP3 r1.y, mvit[1], iNorm ;\n" +
"DP3 r1.z, mvit[2], iNorm ;\n" +
"\n" +
"DP3 r0, lightPos, r1 ; # L.N\n" +
"MUL oCol0.xyz, r0, diffuseCol ; # col = L.N * diffuse\n" +
"MOV oTex0, iTex;\n" +
"END\n",
//
// Pulsate
//
"!!ARBvp1.0\n" +
"#Displace geometry along normal based on sine function of distance from origin\n" +
"#(in object space)\n" +
"#sinFreqAmplitude.x = wave frequency\n" +
"#sinFreqAmplitude.y = wave amplitude\n" +
"#sinTaylorConst2 = PI constants\n" +
"#sinTaylorConst1 = Taylor series constants (see below)\n" +
"\n" +
programSetup +
"MOV r0, iPos; \n" +
"\n" +
"#calculate distance from (0, 0, 0)\n" +
"DP3 r3.x, r0, r0;\n" +
"RSQ r3.x, r3.x;\n" +
"RCP r3.x, r3.x;\n" +
"\n" +
"MUL r3.x, r3.x, sinFreqAmplitude.x; # wave frequency\n" +
"ADD r3.x, r3.x, phaseAnim.x; # phase animation\n" +
"\n" +
"#reduce to period of 2*PI\n" +
"MUL r2, r3.x, sinTaylorConst2.x;\n" +
"EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
"MUL r3.x, r4.y, sinTaylorConst2.y;\n" +
"\n" +
"# offset to -PI - PI\n" +
"ADD r3.x, r3.x, -sinTaylorConst2.z;\n" +
"\n" +
"#Sine approximation using Taylor series (accurate between -PI and PI) :\n" +
"#sin(x) = x - (x^3)/3! + (x^5)/5! - (x^7)/7! + ...\n" +
"#sin(x) ~= x*(1 - (x^2)*(1/3! - (x^2)(1/5! - (x^2)/7! )))\n" +
"# = x * (a - y*(b - y*(c - y*d)))\n" +
"#where\n" +
"#a = 1.0 sinTaylorConst1.x\n" +
"#b = 1/3! sinTaylorConst1.y\n" +
"#c = 1/5! sinTaylorConst1.z\n" +
"#d = 1/7! sinTaylorConst1.w\n" +
"#y = x^2 r2\n" +
"\n" +
"#r1.x = sin(r3.x);\n" +
"\n" +
"MUL r2, r3.x, r3.x;\n" +
"MAD r1, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
"MAD r1, r1, -r2, sinTaylorConst1.y;\n" +
"MAD r1, r1, -r2, sinTaylorConst1.x;\n" +
"MUL r1, r1, r3.x;\n" +
"\n" +
"#displace vertex along normal\n" +
"MUL r1.x, r1.x, sinFreqAmplitude.y;\n" +
"MAX r1.x, r1.x, smoothstep.x; # r1.x = max(r1.x, 0.0);\n" +
"MUL r2.xyz, iNorm, r1.x;\n" +
"ADD r0.xyz, r0, r2;\n" +
"\n" +
"#simple lighting\n" +
"DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
"DP3 r1.y, mvit[1], iNorm ;\n" +
"DP3 r1.z, mvit[2], iNorm ;\n" +
"\n" +
"DP3 r2, lightPos, r1 ; # light position DOT normal\n" +
"MUL oCol0.xyz, r2, diffuseCol ; # col = ldotn * diffuse\n" +
"\n" +
"MOV oTex0, iTex;\n" +
"\n" +
"DP4 oPos.x, mvp[0], r0 ; # object x MVP -> clip\n" +
"DP4 oPos.y, mvp[1], r0 ;\n" +
"DP4 oPos.z, mvp[2], r0 ;\n" +
"DP4 oPos.w, mvp[3], r0 ;\n" +
"\n" +
"END\n",
//
// Wave
//
"!!ARBvp1.0\n" +
"# Perturb vertices in clip space with sine wave\n" +
"# x += sin((y*freq)+anim) * amp\n" +
programSetup +
"DP4 r0.x, mvp[0], iPos ;\n" +
"DP4 r0.y, mvp[1], iPos ;\n" +
"DP4 r0.z, mvp[2], iPos ;\n" +
"DP4 r0.w, mvp[3], iPos ;\n" +
"\n" +
"MUL r3.x, r0.y, sinFreqAmplitude.x; # wave frequency\n" +
"ADD r3.x, r3.x, phaseAnim.x; # phase animation\n" +
"\n" +
"# reduce to period of 2*PI\n" +
"MUL r2, r3.x, sinTaylorConst2.x;\n" +
"EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
"MUL r3.x, r4.y, sinTaylorConst2.y;\n" +
"\n" +
"# offset to -PI - PI\n" +
"ADD r3.x, r3.x, -sinTaylorConst2.z;\n" +
"\n" +
"# r1.x = sin(r3.x);\n" +
"MUL r2, r3.x, r3.x;\n" +
"MAD r1, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
"MAD r1, r1, -r2, sinTaylorConst1.y;\n" +
"MAD r1, r1, -r2, sinTaylorConst1.x;\n" +
"MUL r1, r1, r3.x;\n" +
"\n" +
"MAD r0.x, r1.x, sinFreqAmplitude.y, r0.x;\n" +
"\n" +
"# simple lighting\n" +
"DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
"DP3 r1.y, mvit[1], iNorm ;\n" +
"DP3 r1.z, mvit[2], iNorm ;\n" +
"DP3 r2, lightPos, r1 ; # light position DOT normal\n" +
"MUL oCol0.xyz, r2, diffuseCol ; # col = ldotn * diffuse\n" +
"MOV oTex0, iTex;\n" +
"\n" +
"MOV oPos, r0;\n" +
"\n" +
"END\n",
//
// Fisheye
//
"!!ARBvp1.0\n" +
"#Fisheye distortion based on function:\n" +
"#f(x)=(d+1)/(d+(1/x))\n" +
"#maps the [0,1] interval monotonically onto [0,1]\n" +
"\n" +
"#sinFreqAmplitude.z = d\n" +
"#sinFreqAmplitude.w = d+1\n" +
programSetup +
"\n" +
"DP4 r0.x, mvp[0], iPos ;\n" +
"DP4 r0.y, mvp[1], iPos ;\n" +
"DP4 r0.z, mvp[2], iPos ;\n" +
"DP4 r0.w, mvp[3], iPos ;\n" +
"\n" +
"# do perspective divide\n" +
"RCP r1, r0.w;\n" +
"MUL r0, r0, r1.w;\n" +
"\n" +
"MAX r1, r0, -r0; # r1 = abs(r0)\n" +
"\n" +
"SLT r2, r0, smoothstep.x; # r2 = (r0 < 0.0) ? 1.0 : 0.0\n" +
"SGE r3, r0, smoothstep.x; # r3 = (r0 >= 0.0) ? 1.0 : 0.0\n" +
"\n" +
"# distort x\n" +
"# h(x)=(d+1)/(d+(1/x))\n" +
"RCP r1.x, r1.x; # r1 = 1 / r1\n" +
"ADD r1.x, r1.x, sinFreqAmplitude.z; # r1 += d\n" +
"RCP r1.x, r1.x; # r1 = 1 / r1\n" +
"MUL r1.x, r1.x, sinFreqAmplitude.w; # r1 *= d + 1\n" +
"\n" +
"# distort y\n" +
"RCP r1.y, r1.y; # r1 = 1 / r1\n" +
"ADD r1.y, r1.y, sinFreqAmplitude.z; # r1 += d\n" +
"RCP r1.y, r1.y; # r1 = 1 / r1\n" +
"MUL r1.y, r1.y, sinFreqAmplitude.w; # r1 *= d + 1\n" +
"\n" +
"# handle negative cases\n" +
"MUL r4.xy, r1, r3; # r4 = r1 * r3\n" +
"MAD r1.xy, r1, -r2, r4; # r1 = r1 * -r2 + r4\n" +
"\n" +
"# simple lighting\n" +
"DP3 r2.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
"DP3 r2.y, mvit[1], iNorm ;\n" +
"DP3 r2.z, mvit[2], iNorm ;\n" +
"DP3 r3, lightPos, r2 ; # light position DOT normal\n" +
"MUL oCol0.xyz, r3, diffuseCol ; # col = ldotn * diffuse\n" +
"\n" +
"MOV oTex0, iTex;\n" +
"\n" +
"MOV oPos, r1;\n" +
"\n" +
"END\n",
//
// Spherize
//
"!!ARBvp1.0\n" +
"# Spherical fish-eye distortion\n" +
"# in clip space\n" +
programSetup +
"DP4 r0.x, mvp[0], iPos;\n" +
"DP4 r0.y, mvp[1], iPos;\n" +
"DP4 r0.z, mvp[2], iPos;\n" +
"DP4 r0.w, mvp[3], iPos;\n" +
"\n" +
"# do perspective divide\n" +
"RCP r1.x, r0.w;\n" +
"MUL r2, r0, r1.x;\n" +
"\n" +
"# calculate distance from centre\n" +
"MUL r1.x, r2.x, r2.x;\n" +
"MAD r1.x, r2.y, r2.y, r1.x;\n" +
"RSQ r1.x, r1.x; # r1.x = 1 / sqrt(x*x+y*y)\n" +
"\n" +
"# calculate r3 = normalized direction vector\n" +
"MUL r3.xy, r0, r1.x;\n" +
"\n" +
"RCP r1.x, r1.x; # r1.x = actual distance\n" +
"MIN r1.x, r1.x, smoothstep.y; # r1.x = min(r1.x, 1.0)\n" +
"\n" +
"# remap based on: f(x) = sqrt(1-x^2)\n" +
"ADD r1.x, smoothstep.y, -r1.x;\n" +
"MAD r1.x, -r1.x, r1.x, smoothstep.y;\n" +
"RSQ r1.x, r1.x;\n" +
"RCP r1.x, r1.x;\n" +
"\n" +
"# move vertex to new distance from centre\n" +
"MUL r0.xy, r3, r1.x;\n" +
"\n" +
"# simple lighting\n" +
"DP3 r2.x, mvit[0], iNorm; # normal x MV-1T -> lighting normal\n" +
"DP3 r2.y, mvit[1], iNorm;\n" +
"DP3 r2.z, mvit[2], iNorm;\n" +
"DP3 r3, lightPos, r2 ; # light position DOT normal\n" +
"MUL oCol0.xyz, r3, diffuseCol ; # col = ldotn * diffuse\n" +
"\n" +
"MOV oTex0, iTex;\n" +
"\n" +
"MOV oPos, r0;\n" +
"\n" +
"END\n",
//
// Ripple
//
"!!ARBvp1.0\n" +
"# Ripple distortion\n" +
programSetup +
"DP4 r0.x, mvp[0], iPos;\n" +
"DP4 r0.y, mvp[1], iPos;\n" +
"DP4 r0.z, mvp[2], iPos;\n" +
"DP4 r0.w, mvp[3], iPos;\n" +
"\n" +
"# do perspective divide\n" +
"RCP r1.x, r0.w;\n" +
"MUL r4, r0, r1.x;\n" +
"\n" +
"# calculate distance from centre\n" +
"MUL r1.x, r4.x, r4.x;\n" +
"MAD r1.x, r4.y, r4.y, r1.x;\n" +
"RSQ r1.x, r1.x;\n" +
"\n" +
"RCP r1.x, r1.x;\n" +
"\n" +
"MUL r1.x, r1.x, sinFreqAmplitude.x; # wave frequency\n" +
"ADD r1.x, r1.x, phaseAnim.x; # phase animation\n" +
"\n" +
"# reduce to period of 2*PI\n" +
"MUL r2, r1.x, sinTaylorConst2.x; # r2 = r1 / 2.0 * PI\n" +
"EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
"MUL r1.x, r4.y, sinTaylorConst2.y;\n" +
"\n" +
"# offset to -PI - PI\n" +
"ADD r1.x, r1.x, -sinTaylorConst2.z;\n" +
"\n" +
"# r3.x = sin(r1.x)\n" +
"MUL r2, r1.x, r1.x;\n" +
"MAD r3, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
"MAD r3, r3, -r2, sinTaylorConst1.y;\n" +
"MAD r3, r3, -r2, sinTaylorConst1.x;\n" +
"MUL r3, r3, r1.x;\n" +
"\n" +
"MUL r3.x, r3.x, sinFreqAmplitude.y;\n" +
"\n" +
"# move vertex towards centre based on distance\n" +
"MAD r0.xy, r0, -r3.x, r0;\n" +
"\n" +
"# lighting\n" +
"DP3 r2.x, mvit[0], iNorm; # normal x MV-1T -> lighting normal\n" +
"DP3 r2.y, mvit[1], iNorm;\n" +
"DP3 r2.z, mvit[2], iNorm;\n" +
"DP3 r3, lightPos, r2; # light position DOT normal\n" +
"MUL oCol0.xyz, r3, diffuseCol; # col = ldotn * diffuse\n" +
"\n" +
"MOV oTex0, iTex;\n" +
"\n" +
"MOV oPos, r0;\n" +
"\n" +
"END\n",
//
// Twist
//
"!!ARBvp1.0\n" +
"# Twist\n" +
programSetup +
"MOV r0, iPos;\n" +
"\n" +
"MUL r1.x, r0.x, sinFreqAmplitude.x; # frequency\n" +
"\n" +
"# calculate sin(angle) and cos(angle)\n" +
"ADD r1.y, r1.x, -sinTaylorConst2.w; # r1.y = r1.x + PI/2.0\n" +
"\n" +
"# reduce to period of 2*PI\n" +
"MUL r2, r1, sinTaylorConst2.x; # r2 = r1 / 2.0 * PI\n" +
"EXP r3.y, r2.x; # r2.y = r2.x - floor(r2.x)\n" +
"MOV r3.x, r3.y;\n" +
"EXP r3.y, r2.y; # r2.y = r2.x - floor(r2.x)\n" +
"MAD r2, r3, sinTaylorConst2.y, -sinTaylorConst2.z; # r2 = (r3 * 2.0*PI) - M_PI\n" +
"\n" +
"# r4.x = sin(r2.x);\n" +
"# r4.y = cos(r2.y);\n" +
"# parallel taylor series\n" +
"MUL r3, r2, r2;\n" +
"MAD r4, -r3, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
"MAD r4, r4, -r3, sinTaylorConst1.y;\n" +
"MAD r4, r4, -r3, sinTaylorConst1.x;\n" +
"MUL r4, r4, r2;\n" +
"\n" +
"# x y z w\n" +
"# R:\n" +
"# 1 0 0 0\n" +
"# 0 c -s 0\n" +
"# 0 s c 0\n" +
"# 0 0 0 1\n" +
"\n" +
"# c = cos(a)\n" +
"# s = sin(a)\n" +
"\n" +
"# calculate rotation around X\n" +
"MOV r1, r0;\n" +
"\n" +
"MUL r1.y, r0.y, r4.y;\n" +
"MAD r1.y, r0.z, -r4.x, r1.y; # ny = y*cos(a) - z*sin(a)\n" +
"\n" +
"MUL r1.z, r0.y, r4.x;\n" +
"MAD r1.z, r0.z, r4.y, r1.z; # nz = y*sin(a) + z*cos(a)\n" +
"\n" +
"DP4 oPos.x, mvp[0], r1; # object x MVP -> clip\n" +
"DP4 oPos.y, mvp[1], r1;\n" +
"DP4 oPos.z, mvp[2], r1;\n" +
"DP4 oPos.w, mvp[3], r1;\n" +
"\n" +
"# rotate normal\n" +
"MOV r2, iNorm;\n" +
"MUL r2.y, iNorm.y, r4.y;\n" +
"MAD r2.y, iNorm.z, -r4.x, r2.y; # ny = y*cos(a) - z*sin(a)\n" +
"\n" +
"MUL r2.z, iNorm.y, r4.x;\n" +
"MAD r2.z, iNorm.z, r4.y, r2.z; # nz = y*sin(a) + z*cos(a)\n" +
"\n" +
"# diffuse lighting\n" +
"DP3 r1.x, mvit[0], r2; # normal x MV-1T -> lighting normal\n" +
"DP3 r1.y, mvit[1], r2;\n" +
"DP3 r1.z, mvit[2], r2;\n" +
"\n" +
"DP3 r3, lightPos, r1; # light position DOT normal\n" +
"MUL oCol0.xyz, r3, diffuseCol; # col = ldotn * diffuse\n" +
"\n" +
"MOV oTex0, iTex;\n" +
"\n" +
"END\n"
};
private static void runExit(final Animator animator) {
// Note: calling System.exit() synchronously inside the draw,
// reshape or init callbacks can lead to deadlocks on certain
// platforms (in particular, X11) because the JAWT's locking
// routines cause a global AWT lock to be grabbed. Instead run
// the exit routine in another thread.
new Thread(new Runnable() {
public void run() {
animator.stop();
System.exit(0);
}
}).start();
}
}