!!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 size k-buffer list sorted # by d (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 distance 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 16/32 bpp float) # Tex 1: k-buffer entries 1 and 2 (same) # Tex 4: transfer function (regular, 3D RGBA 8/16 bpp int) # # ----------------------------------------------------------------------------- # use the ATI_draw_buffers extension OPTION ATI_draw_buffers; # this does not matter now, but will matter on future hardware OPTION ARB_precision_hint_nicest; # ----------------------------------------------------------------------------- # input and temporaries ATTRIB p = fragment.position; # fragment position in screen space ATTRIB v = fragment.texcoord[0]; # v.x = scalar value in ATTRIB e = fragment.texcoord[1]; # fragment position in eye 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 a0, a1, a2; # k-buffer entries TEMP r0, r1, r2, r3; # sorted results TEMP c, c0; # color and opacity TEMP t; # temporary (boolean flag for min/max, dependent texture coordinate, # pbuffer texture coordinate, fragment to eye distance) 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 a0, a1 # each k-buffer entry contains the scalar data value in x or z # and the distance value in y or w TEX a1, t, texture[1], 2D; # k-buffer entry 1 MOV a2, a1.zwzw; # k-buffer entry 2 # ----------------------------------------------------------------------------- # compute fragment to eye distance DP3 t, e, e; RSQ t.y, t.y; MUL a0.y, t.x, t.y; # fragment to eye distance MOV a0.x, v.x; # scalar data value # ----------------------------------------------------------------------------- # find fragment with minimum d (r0), save the rest to r1, r2, r3 # r0 = min_d(a0, a1); r1 = max_d(a0, a1); SUB t.w, a0.y, a1.y; # t.w < 0 iff a0.y < a1.y CMP r1, t.w, a1, a0; # r1 = (a0.y < a1.y ? a1 : a0) CMP r0, t.w, a0, a1; # r0 = (a0.y < a1.y ? a0 : a1) # r0 = min_d(r0, a2); r2 = max_d(r0, a2) SUB t.w, r0.y, a2.y; # t.w < 0 iff r0.y < a2.y CMP r2, t.w, a2, r0; # r2 = (r0.y < a2.y ? a2 : r0) CMP r0, t.w, r0, a2; # r0 = (r0.y < a2.y ? r0 : a2) # ----------------------------------------------------------------------------- # find fragment with minimum d (r3) from r1, r2 # r3 = min_d(r1, r2); SUB t.w, r1.y, r2.y; # t.w < 0 iff r1.y < r2.y CMP r3, t.w, r1, r2; # r3 = (r1.y < r2.y ? r1 : r2); # ----------------------------------------------------------------------------- # set up texture coordinates for transfer function lookup MOV t.x, r0.x; # front scalar MOV t.y, r3.x; # back scalar SUB t.z, r3.y, r0.y; # distance between front and back fragment # ----------------------------------------------------------------------------- # 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; # ----------------------------------------------------------------------------- # 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 entries MOV r1.zw, r2.xxxy; MOV result.color[1], r1; END