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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5ImageProcessing3.h"
#include "Wm5VertexBufferAccessor.h"
using namespace Wm5;
//----------------------------------------------------------------------------
ImageProcessing3::ImageProcessing3 (int bound0, int bound1, int factor0,
int factor1, Float4* imageData, PixelShader* mainPShader,
const Float4& boundaryColor, bool useDirichlet)
:
ImageProcessing(bound0*factor0, bound1*factor1, 2),
mBound0(bound0),
mBound1(bound1),
mBound2(factor0*factor1),
mFactor0(factor0),
mFactor1(factor1)
{
mBound0M1 = mBound0 - 1;
mBound1M1 = mBound1 - 1;
mBound2M1 = mBound2 - 1;
mDx = 1.0f/(float)mBound0M1;
mDy = 1.0f/(float)mBound1M1;
mDz = 1.0f/(float)mBound2M1;
VisualEffect* effect;
VisualEffectInstance* instance;
// Create the tiled texture corresponding to the 3D image.
mMainTexture = CreateTiledImage(imageData);
// Create the image processing effect.
CreateEffect(mainPShader, effect, instance);
mMainEffect = effect;
mMainEffectInstance = instance;
mMainEffectInstance->SetPixelTexture(0, "StateSampler",
mTargets[1]->GetColorTexture(0));
// Create the boundary effect.
if (useDirichlet)
{
CreateBoundaryDirichletEffect(effect, instance);
}
else
{
CreateBoundaryNeumannEffect(effect, instance);
}
mBoundaryEffect = effect;
mBoundaryEffectInstance = instance;
mBoundaryEffectInstance->SetPixelTexture(0, "StateSampler",
mTargets[0]->GetColorTexture(0));
// Create the effect for drawing the results of the image processing.
CreateDrawEffect(effect, instance, boundaryColor);
mDrawEffect = effect;
mDrawEffectInstance = instance;
mDrawEffectInstance->SetPixelTexture(0, "StateSampler",
mTargets[1]->GetColorTexture(0));
}
//----------------------------------------------------------------------------
ImageProcessing3::ImageProcessing3 (int bound0, int bound1, int factor0,
int factor1, int numTargets)
:
ImageProcessing(bound0*factor0, bound1*factor1, numTargets),
mBound0(bound0),
mBound1(bound1),
mBound2(factor0*factor1),
mFactor0(factor0),
mFactor1(factor1)
{
mBound0M1 = mBound0 - 1;
mBound1M1 = mBound1 - 1;
mBound2M1 = mBound2 - 1;
mDx = 1.0f/(float)mBound0M1;
mDy = 1.0f/(float)mBound1M1;
mDz = 1.0f/(float)mBound2M1;
}
//----------------------------------------------------------------------------
ImageProcessing3::~ImageProcessing3 ()
{
}
//----------------------------------------------------------------------------
void ImageProcessing3::Map2Dto3D (int u, int v, int& x, int& y, int& z) const
{
x = u % mBound0;
y = v % mBound1;
z = (u / mBound0) + (v / mBound1) * mFactor0;
}
//----------------------------------------------------------------------------
void ImageProcessing3::Map3Dto2D (int x, int y, int z, int& u, int& v) const
{
u = x + (z % mFactor0) * mBound0;
v = y + (z / mFactor0) * mBound1;
}
//----------------------------------------------------------------------------
int ImageProcessing3::Map3Dto1D (int x, int y, int z)
{
int u = x + (z % mFactor0) * mBound0;
int v = y + (z / mFactor0) * mBound1;
return u + mNumCols*v;
}
//----------------------------------------------------------------------------
Texture2D* ImageProcessing3::CreateTiledImage (Float4* imageData)
{
Texture2D* tiled = new0 Texture2D(Texture::TF_A32B32G32R32F, mNumCols,
mNumRows, 1);
Float4* textureData = (Float4*)tiled->GetData(0);
for (int v = 0; v < mNumRows; ++v)
{
for (int u = 0; u < mNumCols; ++u)
{
int x, y, z;
Map2Dto3D(u, v, x, y, z);
textureData[u + mNumCols*v] =
imageData[x + mBound0*(y + mBound1*z)];
}
}
return tiled;
}
//----------------------------------------------------------------------------
void ImageProcessing3::CreateBoundaryDirichletEffect (VisualEffect*& effect,
VisualEffectInstance*& instance)
{
// sampler2D MaskSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// sampler2D StateSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// void p_BoundaryDirichlet
// (
// in float2 vertexTCoord : TEXCOORD0,
// out float4 pixelColor : COLOR
// )
// {
// float4 mask = tex2D(MaskSampler, vertexTCoord);
// float4 state = tex2D(StateSampler, vertexTCoord);
// pixelColor = mask*state;
// }
PixelShader* pshader = new0 PixelShader("Wm5.BoundaryDirichlet3",
1, 1, 0, 2, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "MaskSampler", Shader::ST_2D);
pshader->SetSampler(1, "StateSampler", Shader::ST_2D);
pshader->SetTextureUnits(msDirichletPTextureUnits);
pshader->SetPrograms(msDirichletPPrograms);
CreateEffect(pshader, effect, instance);
// Create the mask texture.
Texture2D* maskTexture = new0 Texture2D(Texture::TF_A32B32G32R32F,
mNumCols, mNumRows, 1);
Float4* mask = (Float4*)maskTexture->GetData(0);
Float4 one(1.0f, 1.0f, 1.0f, 1.0f);
Float4 zero(0.0f, 0.0f, 0.0f, 0.0f);
int x, y, z;
// Interior.
for (z = 1; z < mBound2M1; ++z)
{
for (y = 1; y < mBound1M1; ++y)
{
for (x = 1; x < mBound0M1; ++x)
{
mask[Map3Dto1D(x, y, z)] = one;
}
}
}
// x-face-interior.
for (z = 1; z < mBound2M1; ++z)
{
for (y = 1; y < mBound1M1; ++y)
{
mask[Map3Dto1D(0, y, z)] = zero;
mask[Map3Dto1D(mBound0M1, y, z)] = zero;
}
}
// y-face-interior.
for (z = 1; z < mBound2M1; ++z)
{
for (x = 1; x < mBound0M1; ++x)
{
mask[Map3Dto1D(x, 0, z)] = zero;
mask[Map3Dto1D(x, mBound1M1, z)] = zero;
}
}
// z-face-interior.
for (y = 1; y < mBound1M1; ++y)
{
for (x = 1; x < mBound0M1; ++x)
{
mask[Map3Dto1D(x, y, 0)] = zero;
mask[Map3Dto1D(x, y, mBound2M1)] = zero;
}
}
// x-edge-interior.
for (x = 1; x < mBound0M1; ++x)
{
mask[Map3Dto1D(x, 0, 0)] = zero;
mask[Map3Dto1D(x, 0, mBound2M1)] = zero;
mask[Map3Dto1D(x, mBound1M1, 0)] = zero;
mask[Map3Dto1D(x, mBound1M1, mBound2M1)] = zero;
}
// y-edge-interior.
for (y = 1; y < mBound1M1; ++y)
{
mask[Map3Dto1D(0, y, 0)] = zero;
mask[Map3Dto1D(0, y, mBound2M1)] = zero;
mask[Map3Dto1D(mBound0M1, y, 0)] = zero;
mask[Map3Dto1D(mBound0M1, y, mBound2M1)] = zero;
}
// z-edge-interior
for (z = 1; z < mBound2M1; ++z)
{
mask[Map3Dto1D(0, 0, z)] = zero;
mask[Map3Dto1D(0, mBound1M1, z)] = zero;
mask[Map3Dto1D(mBound0M1, 0, z)] = zero;
mask[Map3Dto1D(mBound0M1, mBound1M1, z)] = zero;
}
// Corners.
mask[Map3Dto1D(0, 0, 0)] = zero;
mask[Map3Dto1D(mBound0M1, 0, 0)] = zero;
mask[Map3Dto1D(0, mBound1M1, 0)] = zero;
mask[Map3Dto1D(mBound0M1, mBound1M1, 0)] = zero;
mask[Map3Dto1D(0, 0, mBound2M1)] = zero;
mask[Map3Dto1D(mBound0M1, 0, mBound2M1)] = zero;
mask[Map3Dto1D(0, mBound1M1, mBound2M1)] = zero;
mask[Map3Dto1D(mBound0M1, mBound1M1, mBound2M1)] = zero;
instance->SetPixelTexture(0, "MaskSampler", maskTexture);
}
//----------------------------------------------------------------------------
void ImageProcessing3::CreateBoundaryNeumannEffect (VisualEffect*& effect,
VisualEffectInstance*& instance)
{
// sampler2D OffsetSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// sampler2D StateSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// void p_BoundaryNeumann
// (
// in float2 vertexTCoord : TEXCOORD0,
// out float4 pixelColor : COLOR
// )
// {
// float2 offset = tex2D(OffsetSampler, vertexTCoord).xy;
// float4 state = tex2D(StateSampler, vertexTCoord + offset);
// pixelColor = state;
// }
PixelShader* pshader = new0 PixelShader("Wm5.BoundaryNeumann3",
1, 1, 0, 2, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "OffsetSampler", Shader::ST_2D);
pshader->SetSampler(1, "StateSampler", Shader::ST_2D);
pshader->SetTextureUnits(msNeumannPTextureUnits);
pshader->SetPrograms(msNeumannPPrograms);
CreateEffect(pshader, effect, instance);
// Create the offset texture.
Texture2D* offsetTexture = new0 Texture2D(Texture::TF_A32B32G32R32F,
mNumCols, mNumRows, 1);
Float4* offset = (Float4*)offsetTexture->GetData(0);
Float4 zero(0.0f, 0.0f, 0.0f, 0.0f);
Float4 x0FaceOffset(+mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 x1FaceOffset(-mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 y0FaceOffset(0.0f, +mRowSpacing, 0.0f, 0.0f);
Float4 y1FaceOffset(0.0f, -mRowSpacing, 0.0f, 0.0f);
Float4 z0FaceOffset(+mBound0*mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 z1FaceOffset(-mBound0*mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 x00EdgeOffset(+mBound0*mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 x01EdgeOffset(-mBound0*mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 x10EdgeOffset(+mBound0*mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 x11EdgeOffset(-mBound0*mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 y00EdgeOffset((+mBound0+1)*mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 y01EdgeOffset((-mBound0+1)*mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 y10EdgeOffset((+mBound0-1)*mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 y11EdgeOffset((-mBound0-1)*mColSpacing, 0.0f, 0.0f, 0.0f);
Float4 z00EdgeOffset(+mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 z01EdgeOffset(+mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 z10EdgeOffset(-mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 z11EdgeOffset(-mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 c000Offset((+mBound0+1)*mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 c100Offset((+mBound0-1)*mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 c010Offset((+mBound0+1)*mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 c110Offset((+mBound0-1)*mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 c001Offset((-mBound0+1)*mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 c101Offset((-mBound0-1)*mColSpacing, +mRowSpacing, 0.0f, 0.0f);
Float4 c011Offset((-mBound0+1)*mColSpacing, -mRowSpacing, 0.0f, 0.0f);
Float4 c111Offset((-mBound0-1)*mColSpacing, -mRowSpacing, 0.0f, 0.0f);
int x, y, z;
// Interior.
for (z = 1; z < mBound2M1; ++z)
{
for (y = 1; y < mBound1M1; ++y)
{
for (x = 1; x < mBound0M1; ++x)
{
offset[Map3Dto1D(x, y, z)] = zero;
}
}
}
// x-face-interior.
for (z = 1; z < mBound2M1; ++z)
{
for (y = 1; y < mBound1M1; ++y)
{
offset[Map3Dto1D(0, y, z)] = x0FaceOffset;
offset[Map3Dto1D(mBound0M1, y, z)] = x1FaceOffset;
}
}
// y-face-interior.
for (z = 1; z < mBound2M1; ++z)
{
for (x = 1; x < mBound0M1; ++x)
{
offset[Map3Dto1D(x, 0, z)] = y0FaceOffset;
offset[Map3Dto1D(x, mBound1M1, z)] = y1FaceOffset;
}
}
// z-face-interior.
for (y = 1; y < mBound1M1; ++y)
{
for (x = 1; x < mBound0M1; ++x)
{
offset[Map3Dto1D(x, y, 0)] = z0FaceOffset;
offset[Map3Dto1D(x, y, mBound2M1)] = z1FaceOffset;
}
}
// x-edge-interior.
for (x = 1; x < mBound0M1; ++x)
{
offset[Map3Dto1D(x, 0, 0)] = x00EdgeOffset;
offset[Map3Dto1D(x, 0, mBound2M1)] = x01EdgeOffset;
offset[Map3Dto1D(x, mBound1M1, 0)] = x10EdgeOffset;
offset[Map3Dto1D(x, mBound1M1, mBound2M1)] = x11EdgeOffset;
}
// y-edge-interior.
for (y = 1; y < mBound1M1; ++y)
{
offset[Map3Dto1D(0, y, 0)] = y00EdgeOffset;
offset[Map3Dto1D(0, y, mBound2M1)] = y01EdgeOffset;
offset[Map3Dto1D(mBound0M1, y, 0)] = y10EdgeOffset;
offset[Map3Dto1D(mBound0M1, y, mBound2M1)] = y11EdgeOffset;
}
// z-edge-interior
for (z = 1; z < mBound2M1; ++z)
{
offset[Map3Dto1D(0, 0, z)] = z00EdgeOffset;
offset[Map3Dto1D(0, mBound1M1, z)] = z01EdgeOffset;
offset[Map3Dto1D(mBound0M1, 0, z)] = z10EdgeOffset;
offset[Map3Dto1D(mBound0M1, mBound1M1, z)] = z11EdgeOffset;
}
// Corners.
offset[Map3Dto1D(0, 0, 0)] = c000Offset;
offset[Map3Dto1D(mBound0M1, 0, 0)] = c100Offset;
offset[Map3Dto1D(0, mBound1M1, 0)] = c010Offset;
offset[Map3Dto1D(mBound0M1, mBound1M1, 0)] = c110Offset;
offset[Map3Dto1D(0, 0, mBound2M1)] = c001Offset;
offset[Map3Dto1D(mBound0M1, 0, mBound2M1)] = c101Offset;
offset[Map3Dto1D(0, mBound1M1, mBound2M1)] = c011Offset;
offset[Map3Dto1D(mBound0M1, mBound1M1, mBound2M1)] = c111Offset;
instance->SetPixelTexture(0, "OffsetSampler", offsetTexture);
}
//----------------------------------------------------------------------------
void ImageProcessing3::CreateDrawEffect (VisualEffect*& effect,
VisualEffectInstance*& instance, const Float4& boundaryColor)
{
// sampler2D StateSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// sampler2D MaskSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// void p_ScreenShader3
// (
// in float2 vertexTCoord : TEXCOORD0,
// uniform float4 BoundaryColor,
// out float4 pixelColor : COLOR
// )
// {
// float4 state = tex2D(StateSampler, vertexTCoord);
// float4 mask = tex2D(MaskSampler, vertexTCoord);
// float4 one = float4(1.0f, 1.0f, 1.0f, 1.0f);
// pixelColor = mask*state + (one - mask)*BoundaryColor;
// }
PixelShader* pshader = new0 PixelShader("Wm5.DrawImage3",
1, 1, 1, 2, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetConstant(0, "BoundaryColor", 1);
pshader->SetSampler(0, "StateSampler", Shader::ST_2D);
pshader->SetSampler(1, "MaskSampler", Shader::ST_2D);
pshader->SetBaseRegisters(msDrawPRegisters);
pshader->SetTextureUnits(msDrawPTextureUnits);
pshader->SetPrograms(msDrawPPrograms);
CreateEffect(pshader, effect, instance);
ShaderFloat* boundaryColorConstant = new0 ShaderFloat(1);
float* data = boundaryColorConstant->GetData();
data[0] = boundaryColor[0];
data[1] = boundaryColor[1];
data[2] = boundaryColor[2];
data[3] = boundaryColor[3];
instance->SetPixelConstant(0, "BoundaryColor", boundaryColorConstant);
Texture2D* maskTexture = new0 Texture2D(Texture::TF_A32B32G32R32F,
mNumCols, mNumRows, 1);
Float4* mask = (Float4*)maskTexture->GetData(0);
memset(mask, 0, mNumCols*mNumRows*sizeof(Float4));
Float4 one(1.0f, 1.0f, 1.0f, 1.0f);
for (int z = 1; z < mBound2M1; ++z)
{
for (int y = 1; y < mBound1M1; ++y)
{
for (int x = 1; x < mBound0M1; ++x)
{
mask[Map3Dto1D(x, y, z)] = one;
}
}
}
instance->SetPixelTexture(0, "MaskSampler", maskTexture);
}
//----------------------------------------------------------------------------
int ImageProcessing3::msAllDirichletPTextureUnits[2] = { 0, 1 };
int* ImageProcessing3::msDirichletPTextureUnits[Shader::MAX_PROFILES] =
{
0,
msAllDirichletPTextureUnits,
msAllDirichletPTextureUnits,
msAllDirichletPTextureUnits,
msAllDirichletPTextureUnits
};
std::string ImageProcessing3::msDirichletPPrograms[Shader::MAX_PROFILES] =
{
// PP_NONE
"",
// PP_PS_1_1
"",
// PP_PS_2_0
"ps_2_0\n"
"dcl_2d s0\n"
"dcl_2d s1\n"
"dcl t0.xy\n"
"texld r0, t0, s1\n"
"texld r1, t0, s0\n"
"mul r0, r1, r0\n"
"mov oC0, r0\n",
// PP_PS_3_0
"ps_3_0\n"
"dcl_2d s0\n"
"dcl_2d s1\n"
"dcl_texcoord0 v0.xy\n"
"texld r1, v0, s1\n"
"texld r0, v0, s0\n"
"mul oC0, r0, r1\n",
// PP_ARBFP1
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEX R1, fragment.texcoord[0], texture[1], 2D;\n"
"TEX R0, fragment.texcoord[0], texture[0], 2D;\n"
"MUL result.color, R0, R1;\n"
"END\n"
};
//----------------------------------------------------------------------------
int ImageProcessing3::msAllNeumannPTextureUnits[2] = { 0, 1 };
int* ImageProcessing3::msNeumannPTextureUnits[Shader::MAX_PROFILES] =
{
0,
msAllNeumannPTextureUnits,
msAllNeumannPTextureUnits,
msAllNeumannPTextureUnits,
msAllNeumannPTextureUnits
};
std::string ImageProcessing3::msNeumannPPrograms[Shader::MAX_PROFILES] =
{
// PP_NONE
"",
// PP_PS_1_1
"",
// PP_PS_2_0
"ps_2_0\n"
"dcl_2d s0\n"
"dcl_2d s1\n"
"dcl t0.xy\n"
"texld r0, t0, s0\n"
"add r0.xy, t0, r0\n"
"texld r0, r0, s1\n"
"mov oC0, r0\n",
// PP_PS_3_0
"ps_3_0\n"
"dcl_2d s0\n"
"dcl_2d s1\n"
"dcl_texcoord0 v0.xy\n"
"texld r0.xy, v0, s0\n"
"add r0.xy, v0, r0\n"
"texld r0, r0, s1\n"
"mov oC0, r0\n",
// PP_ARBFP1
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.xy, fragment.texcoord[0], texture[0], 2D;\n"
"ADD R0.xy, fragment.texcoord[0], R0;\n"
"TEX result.color, R0, texture[1], 2D;\n"
"END\n"
};
//----------------------------------------------------------------------------
int ImageProcessing3::msAllDrawPRegisters[1] = { 0 };
int* ImageProcessing3::msDrawPRegisters[Shader::MAX_PROFILES] =
{
0,
msAllDrawPRegisters,
msAllDrawPRegisters,
msAllDrawPRegisters,
msAllDrawPRegisters
};
int ImageProcessing3::msAllDrawPTextureUnits[2] = { 0, 1 };
int* ImageProcessing3::msDrawPTextureUnits[Shader::MAX_PROFILES] =
{
0,
msAllDrawPTextureUnits,
msAllDrawPTextureUnits,
msAllDrawPTextureUnits,
msAllDrawPTextureUnits
};
std::string ImageProcessing3::msDrawPPrograms[Shader::MAX_PROFILES] =
{
// PP_NONE
"",
// PP_PS_1_1
"",
// PP_PS_2_0
"ps_2_0\n"
"dcl_2d s0\n"
"dcl_2d s1\n"
"def c1, 1.00000000, 0, 0, 0\n"
"dcl t0.xy\n"
"texld r0, t0, s1\n"
"texld r1, t0, s0\n"
"add r2, -r0, c1.x\n"
"mul r2, r2, c0\n"
"mad r0, r0, r1, r2\n"
"mov oC0, r0\n",
// PP_PS_3_0
"ps_3_0\n"
"dcl_2d s0\n"
"dcl_2d s1\n"
"def c1, 1.00000000, 0, 0, 0\n"
"dcl_texcoord0 v0.xy\n"
"texld r1, v0, s1\n"
"add r0, -r1, c1.x\n"
"mul r2, r0, c0\n"
"texld r0, v0, s0\n"
"mad oC0, r1, r0, r2\n",
// PP_ARBFP1
"!!ARBfp1.0\n"
"PARAM c[2] = { program.local[0],\n"
" { 1 } };\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"TEX R0, fragment.texcoord[0], texture[1], 2D;\n"
"ADD R1, -R0, c[1].x;\n"
"MUL R2, R1, c[0];\n"
"TEX R1, fragment.texcoord[0], texture[0], 2D;\n"
"MAD result.color, R0, R1, R2;\n"
"END\n"
};
//----------------------------------------------------------------------------
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