| #pragma version(1) |
| #pragma stateVertex(PV) |
| #pragma stateFragment(PF) |
| #pragma stateFragmentStore(PFS) |
| |
| // Scratch buffer layout |
| // 0: fadeIn |
| // 1: zoomFade |
| |
| #define SCRATCH_FADE 0 |
| #define SCRATCH_ZOOM 1 |
| #define SCRATCH_ROT 2 |
| |
| |
| #define STATE_POS_X 0 |
| #define STATE_POS_Y 1 |
| #define STATE_PRESSURE 2 |
| #define STATE_ZOOM 3 |
| #define STATE_WARP 4 |
| #define STATE_ORIENTATION 5 |
| #define STATE_SELECTION 6 |
| #define STATE_FIRST_VISIBLE 7 |
| #define STATE_COUNT 8 |
| |
| void pfClearColor(float, float, float, float); |
| float loadF(int, int); |
| void storeF(int, int, float); |
| void drawQuadF(float x1, float y1, float z1, |
| float x2, float y2, float z2, |
| float x3, float y3, float z3, |
| float x4, float y4, float z4); |
| float sinf(float); |
| float cosf(float); |
| |
| int main(void* con, int ft, int launchID) |
| { |
| int rowCount; |
| int row; |
| int col; |
| int imageID; |
| int iconCount; |
| int pressure; |
| |
| float f = loadF(2, 0); |
| pfClearColor(0.0f, 0.0f, 0.0f, f); |
| if (f < 0.8f) { |
| f = f + 0.02f; |
| storeF(2, 0, f); |
| } |
| |
| float zoom = loadF(2, SCRATCH_ZOOM); |
| float targetZoom = ((float)loadI32(0, STATE_ZOOM)) / 10.f; |
| zoom = zoom + (targetZoom - zoom) * 0.15f; |
| storeF(2, SCRATCH_ZOOM, zoom); |
| |
| float rot = loadF(2, SCRATCH_ROT); |
| float targetRot = loadI32(0, STATE_FIRST_VISIBLE) / 180.0f * 3.14f; |
| rot = rot + (targetRot - rot) * 0.15f; |
| storeF(2, SCRATCH_ROT, rot); |
| |
| float diam = 8.f;// + curve * 2.f; |
| float scale = 1.0f / zoom; |
| |
| pressure = loadI32(0, STATE_PRESSURE); |
| if (pressure) { |
| contextBindProgramFragmentStore(NAMED_PFSShadow); |
| |
| // compute the projected shadow |
| float x = loadI32(0, STATE_POS_X) / 1000.f; |
| float y = loadI32(0, STATE_POS_Y) / 1000.f; |
| float s = loadI32(0, STATE_PRESSURE) / 1000.f; |
| |
| s = s * 3.f; |
| |
| float dxdy1 = (x - 0.5f - s) / (1.001f - y); |
| float dxdy2 = (x - 0.5f + s) / (1.001f - y); |
| |
| float xlt = y * dxdy1 + x; |
| float xrt = y * dxdy2 + x; |
| |
| float yb = (0.5f - y) * 5.f + 0.2f; |
| |
| drawQuadF(xlt, 5.f, 1, |
| xrt, 5.f, 1, |
| x + s, yb, 1, |
| x - s, yb, 1); |
| |
| contextBindProgramFragmentStore(NAMED_PFS); |
| } |
| |
| |
| rot = rot * scale; |
| float rotStep = 20.0f / 180.0f * 3.14f * scale; |
| //pressure = loadI32(0, 2); |
| rowCount = 4; |
| iconCount = 32;//loadI32(0, 1); |
| while (iconCount) { |
| float tmpSin = sinf(rot); |
| float tmpCos = cosf(rot); |
| |
| //tmpCos = tmpCos * curve; |
| |
| float tx1 = tmpSin * diam - (tmpCos * scale); |
| float tx2 = tx1 + (tmpCos * scale * 2.f); |
| |
| float tz1 = tmpCos * diam + (tmpSin * scale); |
| float tz2 = tz1 - (tmpSin * scale * 2.f); |
| |
| for (y = 0; (y < rowCount) && iconCount; y++) { |
| float ty1 = ((y * 3.0f) - 4.5f) * scale; |
| float ty2 = ty1 + scale * 2.f; |
| pfBindTexture(NAMED_PF, 0, loadI32(1, y)); |
| drawQuadF(tx1, ty1, tz1, |
| tx2, ty1, tz2, |
| tx2, ty2, tz2, |
| tx1, ty2, tz1); |
| iconCount--; |
| } |
| rot = rot + rotStep; |
| } |
| |
| return 0; |
| } |
| |
| |