NEW: add the wireframe rendering mode for debug

currently we can turn on/off it by 'ctrl+shift+enter'

Change-Id: Ic9e5460e8955376e8e2c1a3701e12a1f0b4216ad
This commit is contained in:
lane.wei 2022-10-14 22:01:04 +08:00 committed by Lane.Wei
parent c423577e1d
commit b4d66394e7
6 changed files with 62 additions and 6 deletions

View file

@ -1,4 +1,4 @@
#version 110
#version 130
#define INTENSITY_CORRECTION 0.6
@ -43,6 +43,8 @@ varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
varying vec3 barycentric_coordinates;
void main()
{
// First transform the normal into camera space and normalize the result.
@ -70,4 +72,8 @@ void main()
gl_Position = ftransform();
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
//compute the Barycentric Coordinates
int vertexMod3 = gl_VertexID % 3;
barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
}