Accessing Data in the Kernel in Java

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Accessing Data in the Kernel
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To get back at the data inside the kernel, use the sample function sampleNearest() as you might use an array lookup in a 2D array. If you decided to store different information in the channels of each pixel, you can get this out, and back in, by swizzling. Remember that you can use multiple image inputs. Simply pass the image you want to use as input to the sample function, and you can mix in data from multiple sources. After the next section, you ll see how to read and execute shaders, in Example 38-3.
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Executing and Monitoring ShaderJobs
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Use ShaderJob to control how a kernel is run. With ShaderJob, it s up to you to provide all the proper inputs and an appropriate target for the kernel s output. These may be in any combination of the types discussed in Preparing data for Pixel Bender. To create a ShaderJob, initialize it with a Shader parameter. You can set the target, width, and height in the constructor or afterward using those parameter names. Before running the job,
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38: Writing Shaders with Pixel Bender
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you need to specify a valid target for the output, but width and height may be omitted if this is a BitmapData instance.
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var job:ShaderJob = new ShaderJob(shader); = outByteArray; job.width = 100; job.height = 1; var job:ShaderJob = new ShaderJob(shader, outBitmapData);
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A ShaderJob may be used in synchronous or asynchronous mode. When in synchronous mode, the job nishes before the next line of ActionScript is run. When using asynchronous mode, a ShaderEvent.COMPLETE event is broadcast by the ShaderJob as soon as the kernel nishes processing. To start a job, call start(), optionally passing true to use synchronous execution. Asynchronous mode is the default.
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job.addEventListener(ShaderEvent.COMPLETE, onComplete); job.start(); job.start(true); trace("already finished!");
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Don t forget to remove your event listeners when an asynchronous job completes. You can check up on a job s progress with its progress accessor (ranges between 0 and 1). Cancel a job if necessary with the cancel() method. These, of course, apply only to asynchronous mode ShaderJobs.
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The Double-Shader Experiment
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In Example 38-3, you ll simulate asteroids in a binary star system with not one but two shaders. More accurately, you ll generate a static gravitational force eld from two huge gravity wells (the binary star system), then place a set of point masses in other words, particles inside this force eld and let the simulation run. You ll use a different shader for each of these tasks. A force eld de nes the forces acting on each point in the eld, and you can easily encode one in an image, by using two of the color channels to encode the x and y components of the force vector at that pixel. Since Pixel Bender is so adept at image manipulation, this is the ideal way to pass off the force information. And the bene t of precalculating this force eld is huge. When you re calculating the forces on a given object in the scene an asteroid, for example you never actually have to calculate those forces. The forces are entirely dependent on its position in the scene, and nding the force to apply is a simple matter of looking up the object s position in the force eld. Back to the force map itself. With the stars positions and masses as parameters, Pixel Bender is the perfect way to crunch out a huge force map in no time. For each output pixel, you calculate the cumulative effects of gravity from the two stars.
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Part VIII: Graphics Programming and Animation
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<languageVersion : 1.0;> kernel GravitySimGenerateMap < namespace : "com.actionscriptbible"; vendor : "ActionScript 3.0 Bible"; version : 1; description : "Generates a force map from two stars"; > { parameter float3 star0; parameter float3 star1; parameter float power <defaultValue: float(2.0);>; input image4 src; output pixel4 dst; void evaluatePixel() { float2 point = outCoord(); float2 totalForce = float2(0.0); float2 force; float dist; //unrolled loop iteration 0 force = star0.xy - point; dist = length(force); force = normalize(force); force *= star0.z / (pow(dist, power)); totalForce += force; //unrolled loop iteration 1 force = star1.xy - point; dist = length(force); force = normalize(force); force *= star1.z / (pow(dist, power)); totalForce += force; totalForce = clamp(totalForce, -100.0, 100.0) + 100.0; totalForce /= 200.0; dst = pixel4(0.0, 0.0, 0.0, 1.0); dst.rg = totalForce.xy; } }
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Because Pixel Bender lacks looping structures, use an unrolled loop: write out the code for each iteration of the loop, even if it means duplicating lines of code. To keep things relatively concise, you ll stop at two stars. You could easily add more by adding more parameters and more copies of the unrolled loop. I ve parameterized the fall-off power of gravity here in order to exaggerate its effects. Of course, gravity decreases in power proportional to the distance squared. But in Example 38-3, I ll pass in a slightly lower value so that the gravity wells are much more gentle than they otherwise would be. Because the force map needs to go into an image, I ve shifted forces up to all be positive, and in the range 0 to 1.0. Recall that Pixel Bender stores channel values as 0 to 1.0 rather than 0 to 255. The rst step of Example 38-3 loads in this kernel, sets its parameters, and executes it with a synchronous ShaderJob. Then it loads in the second shader.
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