diff options
author | Sven Gothel <[email protected]> | 2011-10-04 02:48:22 +0200 |
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committer | Sven Gothel <[email protected]> | 2011-10-04 02:48:22 +0200 |
commit | a095b7da968533120306ff9ef019685b6698272c (patch) | |
tree | f04c4043eafbfb7df255ea19aeeeeca69bd6e40c /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp | |
parent | c76e858c7f4481cab2dae6e079e0db35e3b591e6 (diff) |
Graph Shader Simplification, 'a'/'b' redefined; GraphUI 2-pass demo;
Graph Shader Simplification
- remove enable factor and 2nd 'discard' branch
- use build-in 'max'/'clamp' functions, supposed to be faster
Graph Shader 'a'/'b' redefined
- 'a' is 1-pass shader only
- 'b' is 2-pass incl. (1st pass + 2nd pass)
- Works well on ARM Mali-400 MP (Galaxy S2).
- Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's),
however 2-pass on mobile seems to be overkill for now.
We may create a workaround (switch shader ..).
GraphUI 2-pass demo;
- Propagate renderModes and texSize to UIShape's render(..)
- TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model
- Adding GarpUI 2-pass launcher (Android and Standalone)
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp | 99 |
1 files changed, 64 insertions, 35 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp index 4bef33dbe..879e41e4c 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp @@ -1,10 +1,12 @@ //Copyright 2010 JogAmp Community. All rights reserved. +// +// 2-pass shader w/o weight +// + #include uniforms.glsl #include varyings.glsl -#include consts.glsl -const vec3 b_color = vec3(1.0, 1.0, 1.0); const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025); void main (void) @@ -13,41 +15,68 @@ void main (void) vec3 c = gcu_ColorStatic.rgb; float alpha = 0.0; + float enable = 1.0; - vec2 dfx = dFdx(gcv_TexCoord); - vec2 dfy = dFdy(gcv_TexCoord); - - vec2 size = 1.0/gcu_TextureSize; + if((gcv_TexCoord.x == 0.0) && (gcv_TexCoord.y == 0.0)) { + alpha = gcu_Alpha; + } + else if((gcv_TexCoord.x >= 5.0)) { + vec2 dfx = dFdx(gcv_TexCoord); + vec2 dfy = dFdy(gcv_TexCoord); + + vec2 size = 1.0/gcu_TextureSize; - rtex -= 5.0; - vec4 t = texture2D(gcu_TextureUnit, rtex)* 0.18; + rtex -= 5.0; + vec4 t = texture2D(gcu_TextureUnit, rtex)* 0.18; + + t += texture2D(gcu_TextureUnit, rtex + size*(vec2(1, 0)))*tex_weights.x; + t += texture2D(gcu_TextureUnit, rtex - size*(vec2(1, 0)))*tex_weights.x; + t += texture2D(gcu_TextureUnit, rtex + size*(vec2(0, 1)))*tex_weights.x; + t += texture2D(gcu_TextureUnit, rtex - size*(vec2(0, 1)))*tex_weights.x; + + t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(1, 0)))*tex_weights.y; + t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(1, 0)))*tex_weights.y; + t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(0, 1)))*tex_weights.y; + t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(0, 1)))*tex_weights.y; + + t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(1, 0)))*tex_weights.z; + t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(1, 0)))*tex_weights.z; + t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(0, 1)))*tex_weights.z; + t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(0, 1)))*tex_weights.z; + + t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(1, 0)))*tex_weights.w; + t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(1, 0)))*tex_weights.w; + t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(0, 1)))*tex_weights.w; + t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(0, 1)))*tex_weights.w; + + /** discard freezes NV tegra2 compiler + if(t.w == 0.0){ + discard; + } */ + + c = t.xyz; + alpha = gcu_Alpha * t.w; + } + else if ((gcv_TexCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)) { + rtex.y -= 0.1; + + if(rtex.y < 0.0 && gcv_TexCoord.y < 0.0) { + // discard; // freezes NV tegra2 compiler + alpha = 0.0; + } else { + rtex.y = max(rtex.y, 0.0); + + vec2 dtx = dFdx(rtex); + vec2 dty = dFdy(rtex); + + vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x)); + float position = rtex.y - (rtex.x * (1.0 - rtex.x)); + + // FIXME: will we ever set gcu_Alpha != 1.0 ? If not, a==alpha! + float a = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0); + alpha = gcu_Alpha * a; + } + } - t += texture2D(gcu_TextureUnit, rtex + size*(vec2(1, 0)))*tex_weights.x; - t += texture2D(gcu_TextureUnit, rtex - size*(vec2(1, 0)))*tex_weights.x; - t += texture2D(gcu_TextureUnit, rtex + size*(vec2(0, 1)))*tex_weights.x; - t += texture2D(gcu_TextureUnit, rtex - size*(vec2(0, 1)))*tex_weights.x; - - t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(1, 0)))*tex_weights.y; - t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(1, 0)))*tex_weights.y; - t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(0, 1)))*tex_weights.y; - t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(0, 1)))*tex_weights.y; - - t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(1, 0)))*tex_weights.z; - t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(1, 0)))*tex_weights.z; - t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(0, 1)))*tex_weights.z; - t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(0, 1)))*tex_weights.z; - - t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(1, 0)))*tex_weights.w; - t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(1, 0)))*tex_weights.w; - t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(0, 1)))*tex_weights.w; - t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(0, 1)))*tex_weights.w; - - /** discard freezes NV tegra2 compiler (TODO: dbl check) - if(t.w == 0.0){ - discard; - } */ - - c = t.xyz; - alpha = gcu_Alpha * t.w; gl_FragColor = vec4(c, alpha); } |