Finally got normals in

This commit is contained in:
Jack Ha 2016-12-21 14:37:02 +01:00
parent 9e6c070ac6
commit 0adb1a4c1c
5 changed files with 155 additions and 72 deletions

View file

@ -1,8 +1,8 @@
[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_modelViewProjectionMatrix;
//uniform highp mat4 u_viewProjectionMatrix;
//uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp mat4 u_normalMatrix;
@ -16,12 +16,17 @@ vertex =
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec3 v_orig_vertex;
varying highp vec4 v_orig_vertex;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
// gl_Position = u_viewProjectionMatrix * world_space_vert;
gl_Position = world_space_vert;
// gl_Position = u_modelViewProjectionMatrix * a_vertex;
// shade the color depending on the extruder index stored in the alpha component of the color
v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor;
@ -30,14 +35,26 @@ vertex =
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_orig_vertex = a_vertex.xyz;
v_orig_vertex = a_vertex;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
}
geometry =
#version 410
//uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
//uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in;
layout(triangle_strip, max_vertices = 6) out;
layout(triangle_strip, max_vertices = 4) out;
/*layout(std140) uniform Matrices {
mat4 u_modelViewProjectionMatrix;
};*/
in vec4 v_color[];
in vec3 v_vertex[];
@ -48,6 +65,73 @@ geometry =
out vec3 f_normal;
out vec3 f_vertex;
void main()
{
//int i;
//vec3 g_normal;
//vec3 g_offset;
//vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec3 g_vertex_normal_vert;
vec3 g_vertex_offset_horz;
vec3 g_vertex_offset_vert;
float size = 0.5;
//g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_offset_horz = vec3(0.5, 0.0, 0.0); //size * g_vertex_normal_horz; //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec3(0.0, 0.5, 0.0); //size * g_vertex_normal_vert;
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
f_color = vec4(g_vertex_normal_horz, 1.0); //v_color[0];
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
//f_color = v_color[1];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[0];
//f_color = v_color[0];
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[1];
//f_color = v_color[1];
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
EndPrimitive();
}
poep =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in;
layout(triangle_strip, max_vertices = 3) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec4 v_orig_vertex[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
void main()
{
int i;
@ -55,85 +139,78 @@ geometry =
vec3 g_normal;
vec3 g_offset;
vec3 g_vertex_delta;
vec3 g_vertex_normal;
vec4 g_vertex_delta;
vec4 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec3 g_vertex_normal_vert;
vec3 g_vertex_offset_horz;
vec3 g_vertex_offset_vert;
float size = 3;
/*
delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
if (length(delta) > 0.1) {
g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
g_offset = vec3(g_normal.xy, 0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
} else {
g_normal = vec3(delta.y, -delta.x, delta.z);
g_offset = vec3(0.0, 0.0, 0.0);
}
g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
*/
//g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0];
g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x);
if (length(g_vertex_normal) < 0.1) {
g_vertex_normal = vec3(1.0, 0.0, 0.0);
g_vertex_normal_horz = vec4(g_vertex_delta.z, 0.0, -g_vertex_delta.x, g_vertex_delta.w);
if (length(g_vertex_normal_horz) < 0.1) {
g_vertex_normal_horz = vec4(1.0, 0.0, 0.0, 0.0);
g_vertex_offset_horz = vec3(0.0, 0.0, 0.0);
g_vertex_offset_vert = vec3(0.0, 0.0, 0.0);
} else {
g_vertex_normal = normalize(g_vertex_normal);
g_vertex_normal_horz = normalize(g_vertex_normal_horz);
g_vertex_offset_horz = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_horz).xyz;
g_vertex_normal_vert = vec3(0.0, 0.0, 1.0);
g_vertex_offset_vert = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_vert).xyz;
}
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
f_normal = g_vertex_normal_horz;
gl_Position = gl_in[0].gl_Position + g_vertex_offset_horz;
EmitVertex();
f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = g_vertex_normal_horz;
gl_Position = gl_in[1].gl_Position + g_vertex_offset_horz;
EmitVertex();
f_normal = vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_offset_vert;
gl_Position = gl_in[0].gl_Position + g_vertex_offset_vert;
EmitVertex();
//f_vertex = v_vertex[1];
//f_color = v_color[1];
f_normal = vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = g_vertex_offset_vert;
gl_Position = gl_in[1].gl_Position + g_vertex_offset_vert;
EmitVertex();
f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = -g_vertex_normal_horz;
gl_Position = gl_in[0].gl_Position - g_vertex_offset_horz;
EmitVertex();
f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = -g_vertex_normal_horz;
gl_Position = gl_in[1].gl_Position - g_vertex_offset_horz;
EmitVertex();
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = -g_vertex_offset_vert;
gl_Position = gl_in[0].gl_Position - g_vertex_offset_vert;
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = -g_vertex_offset_vert;
gl_Position = gl_in[1].gl_Position - g_vertex_offset_vert;
EmitVertex();
EndPrimitive();
/*
f_vertex = v_vertex[0];
f_normal = -g_vertex_normal;
f_color = v_color[0];
gl_Position = gl_in[0].gl_Position - g_offset;
EmitVertex();
f_vertex = v_vertex[1];
f_normal = g_vertex_normal;
f_color = v_color[1];
gl_Position = gl_in[1].gl_Position + g_offset;
EmitVertex();
f_vertex = v_vertex[1];
f_normal = -g_vertex_normal;
f_color = v_color[1];
gl_Position = gl_in[1].gl_Position - g_offset;
EmitVertex();
*/
}
@ -166,7 +243,8 @@ fragment =
mediump vec4 finalColor = vec4(0.0);
finalColor += u_ambientColor;
//finalColor += u_ambientColor;
finalColor = f_color;
highp vec3 normal = normalize(f_normal);
//highp vec3 normal = normalize(cameraNormal);
@ -174,7 +252,7 @@ fragment =
// Diffuse Component
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
finalColor += (NdotL * f_color);
//finalColor += (NdotL * f_color);
finalColor.a = 1.0;
gl_FragColor = finalColor;