!!ARBfp1.0 # ----------------------------------------------------------------------------- # Copyright 2005 by University of Utah # # Hardware-Assisted Visibility Sorting # # The program consists of the following steps: # # 1. Find the first and second entries in the fixed sized k-buffer list sorted # by z (2+1 entries) # 2. Perform a 3D pre-integrated transfer function lookup using front and back # scalar data values + the segment length computed from the depth values # of the first and second entries from the k-buffer. # 3. Composite the color and opacity from the transfer funcion with the # color and opacity from the framebuffer. Discard winning k-buffer entry, # write the remaining k-buffer entries. # # The following textures are used: # # Tex 0: framebuffer (pbuffer, 2D RGBA 8/16 bpp int or 16/32 bpp float) # Tex 1: k-buffer entries 1 and 2(same) # Tex 2: transfer function (regular, 3D RGBA 8/16 bpp int) # # ----------------------------------------------------------------------------- # use the ATI_draw_buffers extension OPTION ATI_draw_buffers; # this may matter on future ATI hardware OPTION ARB_precision_hint_nicest; # ----------------------------------------------------------------------------- # input and temporaries ATTRIB p = fragment.position; # fragment position in screen space PARAM sz = program.local[0]; # texture scale and max gap length parameters # {1/pw, 1/ph, max, not_used)} PARAM half = { 0.5, 0.5, 0.0, 0.0 }; PARAM exp = { 0.0, 0.0, 0.0, 1.44269504 }; # 1/ln2 TEMP a1, a2; # k-buffer entries TEMP r0, r1; # sorted results TEMP c, c0; # color and opacity TEMP t; # temporary variable TEMP colorBack,colorFront; TEMP taud, zeta, gamma, Psi; # ----------------------------------------------------------------------------- # compute texture coordinates from window position so that it is not # interpolated perspective correct. Then look up the color and opacity from # the framebuffer MUL t, p, sz; # t.xy = p.xy * sz.xy, only x and y are used for texture lookup TEX c0, t, texture[0], 2D; # framebuffer color # ----------------------------------------------------------------------------- # Check opacity and kill fragment if it is greater than tolerance SUB t.w, 0.99, c0.w; KIL t.w; # ----------------------------------------------------------------------------- # set up the k-buffer entries a1, a2 # each k-buffer entry consists of the scalar data value in x or z and the # depth value in y or w TEX a1, t, texture[1], 2D; # k-buffer entry 1 MOV a2, a1.zwzw; # k-buffer entry 2 # ----------------------------------------------------------------------------- # find fragment with minimum z (r0), save the other to r1 # r0 = min_d(a1, a2); r1 = max_d(a1, a2); SUB t.w, a1.y, a2.y; # t.w < 0 iff a1.y < a2.y CMP r1, t.w, a2, a1; # r1 = (a1.y < a2.y ? a2 : a1) CMP r0, t.w, a1, a2; # r0 = (a1.y < a2.y ? a1 : a2) # ----------------------------------------------------------------------------- # set up texture coordinates for transfer function lookup MOV t.x, r0.x; # front scalar MOV t.y, r1.x; # back scalar SUB t.z, r1.y, r0.y; # z distance between front and back # ----------------------------------------------------------------------------- # nullify fragment if distance is greater than unit scale (non-convexities) SUB t.w, sz.z, t.z; CMP t.z, t.w, 0.0, t.z; # ----------------------------------------------------------------------------- # transfer function lookup TEX colorFront, t.x, texture[3], 1D; TEX colorBack, t.y, texture[3], 1D; MUL taud.x, t.z, colorBack.a; MUL taud.y, t.z, colorFront.a; # ----------------------------------------------------------------------------- # compute zeta = exp(-0.5*(taudf+taudb) DP3 zeta.w, taud, half; MUL zeta.w, exp.w, zeta.w; EX2 zeta.w, -zeta.w; # ----------------------------------------------------------------------------- # compute gamma = taud/(1+taud); ADD t, taud, 1.0; RCP t.x, t.x; RCP t.y, t.y; MUL gamma, taud, t; # ----------------------------------------------------------------------------- # lookup Psi TEX Psi.w, gamma, texture[2], 2D; # ----------------------------------------------------------------------------- # compute color = cb(psi-zeta) + cf(1.0-psi) SUB t.w, Psi.w, zeta.w; MUL colorBack, colorBack, t.w; SUB t.w, 1.0, Psi.w; MUL colorFront, colorFront, t.w; ADD c, colorBack, colorFront; SUB c.a, 1.0, zeta.w; # ----------------------------------------------------------------------------- # nullify winning entry if the scalar value < 0 CMP c, r0.x, 0.0, c; CMP c, r1.x, 0.0, c; # ----------------------------------------------------------------------------- # composite color with the color from the framebuffer !!!front to back!!! SUB t.w, 1.0, c0.w; MAD result.color[0], c, t.w, c0; # ----------------------------------------------------------------------------- # write remaining k-buffer entry and invalidate one entry MOV r1.z, -1.0; MOV r1.w, 10000.0; MOV result.color[1], r1; END