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167 lines
5.0 KiB
167 lines
5.0 KiB
14 years ago
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vs.1.1
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dcl_position v0
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dcl_normal v3
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// c0 = (0,0.5,1.0,2.0) (aka NumericConsts)
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// c1 = frequencies
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// c2 = phases
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// c3 = amplitudes
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// c4 = PiConsts = (1/(2PI), PI/2, PI, 2*PI) // NOTE THIS IS DIFFERENT
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// because we don't need oonsqpi here but do want 1/2Pi.
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// c5 = cosConsts = (1.0f, -1.0f/2.0f, 1.0f/ 24.0f, -1.0f/ 720.0f);
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// c6 = ((cMax - cMin), cMin, 2ndLayerVOffset, 2ndLayerScale);
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// c7 = overall color, including current opacity. Will
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// probably only use the opacity, which we could stuff into
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// the free slot of c6, but we're a wuss.
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// First, "move" the position to oPos
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mov r0, v0;
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//mov r0.y, -r0.yyyy;
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mov r0.w, c0.zzzz;
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mov oPos, r0;
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// Now the tricky part.
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// The base layer defines the shape of the incoming wave
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// The next layer has bubbles (noise) and moves in when the
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// wave is moving in, moves out when wave is moving out.
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// So calculate uvw for first layer, second uvw shares u val
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// and v val is const
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// The .x component of the normal
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// tells us how much to shift this vert based on the
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// cumulative cosine wave.
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// Figure c = Sigma((cosine(v0.x * freq + phase) + 1) * amp);
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// Note that range c must be [0..1]
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// Also, c(-1) must equal c(1) so it will wrap.
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// That implies freq = k * 2 * PI, where k is an integer.
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// To keep c >= 0, we can add 1 to each term in the sigma BEFORE
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// modulating by the amplitude.
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// That puts our range at [0..2*sigma(amp)], so as long as
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// sigma(amp) <= 0.5, we're fine.
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// Get our input to cosine value (v0.x * freq + phase).
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add r0, v0.xxxx, c0.zzzz;
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mul r0, r0, c1;
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add r0, r0, c2;
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// Get it into range [-Pi..Pi]
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// First divide out the 2PI
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// add r0, r0, c4.zzzz; HACKOUT
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mul r0, r0, c4.xxxx;
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// Do an integer mod
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expp r1.y, r0.xxxx
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mov r1.x, r1.yyyy
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expp r1.y, r0.zzzz
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mov r1.z, r1.yyyy
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expp r1.y, r0.wwww
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mov r1.w, r1.yyyy
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expp r1.y, r0.yyyy
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//mov oD1, r1; // HACKTEST
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//mov oD1.w, c0.zzzz; // HACKTEST
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// Move back into PI space, w/ *= 2P, -= PI
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mul r0, r1, c4.wwww;
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sub r0, r0, c4.zzzz;
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// Okay, compute cosine here.
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// cos = 1 + r0^2 * kCos.y + r0^4 * kCos.Z + r0^6 * kCos.w
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// Note: could pare off an instr by putting 1/kCos.w in kCos.x,
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// then doing a mad to get r3=(1/kCos.w + r0^6), then mad that
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// into the accum by kCos.w to get (1 + r0^6*kCos.x). But who cares.
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mul r1, r0, r0; // r0^2
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mul r2, r1, r1; // r0^4
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mul r3, r1, r2; // r0^6
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mov r4, c5.xxxx; // r4 = 1
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mad r4, r1, c5.yyyy, r4; // r4 += r0^2 * kCos.y
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mad r4, r2, c5.zzzz, r4; // r4 += r0^4 * kCos.z
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mad r4, r3, c5.wwww, r4; // r4 += r0^6 * kCos.w
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add r4, r4, c0.zzzz; // shift from [-1..1] to [0..2]
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//mov r4, c0.xxxx; // HACKLAST
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mul r4, r4, c3; // times amplitude
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dp4 r5.y, r4, c0.zzzz; // r5.x = sigma((cos() + 1) * amp);
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// V calculation, goes something like:
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// For layers 0 and 2:
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// V = { 1 + c6.z <= r5.y = 0 } * norm.x // norm.x == v3.x
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// { 1 + 0 <= r5.y = 1 }
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// For layer 1:
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// V = (norm.x + c6.z) * c6.w // Scaled like U
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//
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// Another way to formulate that is
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// baseV = cMin + sinAge * (cMax-cMin) where
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// cMin = 2
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// cMax = 1
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// sinAge = color.a = c7.w
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// delV = sigma(cos) = r5.y
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// Then
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// V0 = V2 = (baseV + delV) * v3.x
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// V1 = (norm.x + baseV + delV) * c6.w
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//
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// If we're sure we want cMin = 2 and cMax = 1, then it simplifies to:
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// baseV = 2 - sinAge = c0.w - c7.w
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// delV = r5.y
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// (baseV + delV) = c0.w - c7.w + r5.y
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//
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// If we want to stay general, then
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// baseV = c6.x * c7.w + c6.y
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// delV = -r5.y
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// (baseV + delV) = constant + r5.y
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//
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// make r5.y = (baseV + delV)
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add r5.y, c6.xxxx, r5.yyyy;
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//mov oD1, r5.yyyy; // HACKLAST
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//mov oD1.w, c0.zzzz; // HACKLAST
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// U is input U (or v0.x * 0.5f + 0.5f)
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mul r5.x, v0.x, c0.y;
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add r5.x, r5.x, c0.y;
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// Fill out wq.
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mov r5.zw, c0.xz;
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mul oT0, r5, v3.wxww;
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// mov oD1, r5.yyyw; // HACKTEST
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mul oT2, r5, v3.wxww;
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// Second uv shares u, but v is norm.x + c6.x;
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// Then we scale it.
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// If we want the bubble texture to move with the
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// wave front, we want the second UV calc (RESCALE1).
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// But it looks better to have the bubbles moving
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// slightly faster than the wave front. RESCALE0
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// happens to do that, because we're scaling the
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// texture by a factor of 2, but we should probably
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// supply an independent scale of the motion vs. the
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// scale of the texture.
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// Let's move c6 to r6 for ease of use.
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mov r6, c6;
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// add r5.x, r5.x, c6.y;
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// add r5.y, c6.xxxx, v3.xxxx; // RESCALE0
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// mul r5.xy, r5, c6.wwww; // RESCALE0
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add r5.x, r5.x, r6.y; // RESCALE1 // offset U
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mov r5.y, v3.xx; // RESCALE1 // Init V to value stashed in normal.x
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mul r5.xy, r5, r6.wwww; // RESCALE1 // scale them by single scale value
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mad r5.y, r6.xx, r6.zz, r5.yy; // RESCALE1 // add in our scaled V offset (sinage * vScale)
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mov oT1, r5;
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//mov oT0, v7; // HACKTEST
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//mov oT1, v7; // HACKTEST
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//mov oT2, v7; // HACKTEST
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// Just slam in the constant color (includes our current opacity).
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mov oD0, c7;
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//mov oD0, c0.zzzz; // HACKTEST
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