Working quite nicely

This commit is contained in:
Jack Ha 2016-12-22 09:44:00 +01:00
parent 47e204038f
commit c6d56b60f6
5 changed files with 108 additions and 134 deletions

View file

@ -16,8 +16,6 @@ vertex =
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec4 v_orig_vertex;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
@ -29,14 +27,12 @@ vertex =
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;
v_color = (a_color.a == u_active_extruder) ? a_color : vec4(0.4, 0.4, 0.4, 1.0); //a_color * u_shade_factor;
v_color.a = 1.0;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_orig_vertex = a_vertex;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
@ -51,7 +47,7 @@ geometry =
//uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in;
layout(triangle_strip, max_vertices = 8) out;
layout(triangle_strip, max_vertices = 28) out;
/*layout(std140) uniform Matrices {
mat4 u_modelViewProjectionMatrix;
};*/
@ -59,7 +55,6 @@ geometry =
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec3 v_orig_vertex[];
out vec4 f_color;
out vec3 f_normal;
@ -71,20 +66,28 @@ geometry =
//vec3 g_normal;
//vec3 g_offset;
//vec4 g_vertex_delta;
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;
vec4 g_vertex_offset_vert;
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
const float size = 0.5;
const float size_x = 0.2;
const float size_y = 0.1;
//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 = vec4(g_vertex_normal_horz * size, 0.0); //size * g_vertex_normal_horz;
//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
//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);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
@ -134,108 +137,101 @@ geometry =
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;
vec4 delta;
vec3 g_normal;
vec3 g_offset;
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;
g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[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_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_horz;
gl_Position = gl_in[0].gl_Position + g_vertex_offset_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 = gl_in[1].gl_Position + g_vertex_offset_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_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();
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_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();
// left side
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_normal = g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
EmitVertex();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex();
EndPrimitive();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_normal = g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
EmitVertex();
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
EndPrimitive();
// right side
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_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_normal = -g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
EmitVertex();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex();
EndPrimitive();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_normal = -g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
EmitVertex();
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
EndPrimitive();
}
@ -271,6 +267,8 @@ fragment =
//gl_FrontFacing = ..
//if ((f_normal).z < 0) {discard; }
mediump vec4 finalColor = vec4(0.0);
finalColor += u_ambientColor;