Got cylinders

This commit is contained in:
Jack Ha 2016-12-21 15:44:01 +01:00
parent 0adb1a4c1c
commit 47e204038f

View file

@ -51,7 +51,7 @@ geometry =
//uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
layout(triangle_strip, max_vertices = 8) out;
/*layout(std140) uniform Matrices {
mat4 u_modelViewProjectionMatrix;
};*/
@ -73,42 +73,67 @@ geometry =
//vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
vec3 g_vertex_normal_vert;
vec3 g_vertex_offset_horz;
vec3 g_vertex_offset_vert;
vec4 g_vertex_offset_vert;
float size = 0.5;
const 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_offset_horz = vec4(g_vertex_normal_horz * size, 0.0); //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;
//g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert;
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size, 0.0);
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
f_color = vec4(g_vertex_normal_horz, 1.0); //v_color[0];
f_color = 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_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_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_color = v_color[1];
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[0];
f_normal = -g_vertex_normal_horz;
f_color = 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();
}
@ -222,6 +247,9 @@ fragment =
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
//uniform mediump vec4 u_specularColor;
//uniform mediump float u_shininess;
uniform highp vec3 u_lightPosition;
void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
@ -241,18 +269,26 @@ fragment =
//Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
//gl_FrontFacing = ..
mediump vec4 finalColor = vec4(0.0);
//finalColor += u_ambientColor;
finalColor = f_color;
finalColor += u_ambientColor;
//finalColor = f_color;
highp vec3 normal = normalize(f_normal);
//highp vec3 normal = normalize(cameraNormal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
//finalColor += (NdotL * f_color);
finalColor += (NdotL * f_color);
// Specular Component
// TODO: We should not do specularity for fragments facing away from the light.
/*highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;*/
finalColor.a = 1.0;
gl_FragColor = finalColor;
@ -264,8 +300,10 @@ fragment =
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.3]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_shininess = 20.0
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix