38: Writing Shaders with Pixel Bender in Java

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38: Writing Shaders with Pixel Bender
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The second shader is even more data-centric. You can use Pixel Bender s parallelism to process large sets of independent data, so in this case you use it to calculate the new position and velocity of a huge set of independent particles. In this shader, you pass in data as a Vector.<Number> as discussed in the section Preparing data for Pixel Bender. Each sample encodes a single point mass. You use four channels to store the particle s x and y position, and the x and y components of its velocity vector. Then you feed this Vector into the shader as a n 1 image, where n is the number of particles. The shader s code is trivial, if you know the basic equations of motion: dv = a dt dp = v dt You simply unpack the particle s position and velocity, and update them. You nd the force to apply by sampling the force eld at the particle s position. To simplify matters, you assume a unit mass and a unit time step.
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<languageVersion : 1.0;> kernel GravitySimStep < namespace : "com.actionscriptbible"; vendor : "ActionScript 3.0 Bible"; version : 1; description : "Gravity simulation step"; > { parameter float2 scale <defaultValue: float2(1.0, 1.0);>; input image3 forcemap; input image4 inpoints; output pixel4 outpoint; void evaluatePixel() { //each input pixel represents a point mass (particle) with mass=1 //inpoint.XY = <x, y> position //inpoint.ZW = <x, y> velocity float4 particle = sampleNearest(inpoints, outCoord()); //the forcemap at a pixel stores the force vector at that point //forcemap[x, y].RG = <x, y> force vector (normalized... 0.5 = 0) float2 force = sampleNearest(forcemap, particle.xy).rg; force = (force - float2(0.5)) * scale; float2 velocity = particle.zw + force; float2 position = particle.xy + velocity; outpoint.xy = position; outpoint.zw = velocity; } }
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The shader runs one step of the simulation, so at the end, you set the output pixel with the particle s updated position and velocity. In the ActionScript 3.0 code, you ll run this shader on a large set of particles, once per frame update. Finally, put these two shaders together in Example 38-3.
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Part VIII: Graphics Programming and Animation
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Using ShaderJob on a Data Set
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package { import flash.display.*; import flash.events.*; import flash.geom.*; import flash.net.*; public class ch38ex3 extends Sprite { protected const URL_BASE:String = "http://actionscriptbible.com/files/"; protected const INITIAL_PARTICLES:int = 1000; protected const WELL_GRAVITY_MAX:Number = 5000; protected var W:int, H:int; protected protected protected protected var var var var generatorShader:Shader; stepShader:Shader; forcemap:BitmapData; particleData:Vector.<Number>; //4 channels: px,py,vx,vy
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protected var bmp:BitmapData; protected var bitmap:Bitmap; protected const DIM:ColorTransform = new ColorTransform(.9, .9, .9, .95); public function ch38ex3() { stage.frameRate = 60; loadShader("GravitySimGenerateMap.pbj", onGeneratorShaderReady); } protected function loadShader(url:String, onComplete:Function):void { var loader:URLLoader = new URLLoader(new URLRequest(URL_BASE + url)); loader.dataFormat = URLLoaderDataFormat.BINARY; loader.addEventListener(Event.COMPLETE, onComplete); } protected function onGeneratorShaderReady(event:Event):void { event.target.removeEventListener(Event.COMPLETE, onGeneratorShaderReady); generatorShader = new Shader(URLLoader(event.target).data); forcemap = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0); W = forcemap.width; H = forcemap.height; var forceBitmap:Bitmap = new Bitmap(forcemap); addChild(forceBitmap); bmp = new BitmapData(W, H, false, 0); bitmap = new Bitmap(bmp); addChild(bitmap); bitmap.alpha = .99; initializeParticles(); initializeWells(); loadShader("GravitySimStep.pbj", onStepReady); } protected function onStepReady(event:Event):void { event.target.removeEventListener(Event.COMPLETE, onGeneratorShaderReady); stepShader = new Shader(URLLoader(event.target).data);
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38: Writing Shaders with Pixel Bender
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stage.addEventListener(MouseEvent.CLICK, function(event:Event):void{initializeParticles()}); stage.addEventListener(KeyboardEvent.KEY_UP, function(event:Event):void{initializeWells()}); addEventListener(Event.ENTER_FRAME, onEnterFrame); } protected function initializeParticles():void { var r:Function = Math.random; particleData = new Vector.<Number>(); for (var i:int = 0; i < INITIAL_PARTICLES; i++) { particleData.push(r()*W, r()*H, (r()-0.5)*4, (r()-0.5)*4); } } protected function initializeWells():void { var r:Function = Math.random; var data:ShaderData = generatorShader.data; data.power.value = [1.4]; data.star0.value = [r()*W/2 + W/4, r()*H/2 + H/4, r()*WELL_GRAVITY_MAX]; data.star1.value = [r()*W/2 + W/4, r()*H/2 + H/4, r()*WELL_GRAVITY_MAX]; var shaderJob:ShaderJob = new ShaderJob(generatorShader, forcemap); shaderJob.start(true); } protected function step():void { var data:ShaderData = stepShader.data; data.forcemap.input = forcemap; data.inpoints.input = particleData; data.inpoints.height = 1; data.inpoints.width = particleData.length/4; var shaderJob:ShaderJob = new ShaderJob(stepShader, particleData, particleData.length/4, 1); shaderJob.start(true); } protected function draw():void { bmp.colorTransform(bmp.rect, DIM); bmp.lock(); for (var i:int = 0; i < particleData.length; i+=4) { bmp.setPixel(particleData[i], particleData[i+1], 0xffffff); } bmp.unlock(); } protected function onEnterFrame(event:Event):void { step(); draw(); } } }
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The two bolded sections in the example show how parameters and data are submitted to two different ShaderJobs. In the stepShader, two inputs are used. One, forcemap, is a BitmapData object, while the other, particleData, is a Vector.<Number>. Note that when you submit a Vector,
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