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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-20 20:10:12 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-20 20:10:12 +0000 |
commit | a19011b730ac6d770e3b42cde3a10961495a417d (patch) | |
tree | a3d1e4de3c709167d226725ddd768a9ecd662ff5 /gfx/gl/shaders | |
parent | Common code between straight/curve network geometry shaders (diff) | |
download | ilt-a19011b730ac6d770e3b42cde3a10961495a417d.tar.bz2 ilt-a19011b730ac6d770e3b42cde3a10961495a417d.tar.xz ilt-a19011b730ac6d770e3b42cde3a10961495a417d.zip |
Implement basic network curve part shader
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/networkCommon.glsl | 45 | ||||
-rw-r--r-- | gfx/gl/shaders/networkCurve.gs | 29 | ||||
-rw-r--r-- | gfx/gl/shaders/networkCurve.vs | 6 | ||||
-rw-r--r-- | gfx/gl/shaders/networkStraight.vs | 6 |
4 files changed, 63 insertions, 23 deletions
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl index 2639eb1..e1811bc 100644 --- a/gfx/gl/shaders/networkCommon.glsl +++ b/gfx/gl/shaders/networkCommon.glsl @@ -16,26 +16,33 @@ uniform float flatDistance = 1000000; out vec2 texCoord; out vec3 rposition; -void -doVertex(const ivec3 end, const int v, const float texY, const mat2 rot) +float +segDist(const ivec3 a, const ivec3 b) { - rposition = vec3(rot * profile[v].xy, profile[v].z); - ivec3 vpos = end + ivec3(rposition); - gl_Position = viewProjection * vec4(vpos - viewPoint, 1); - texCoord = vec2(texturePos[v], texY); - EmitVertex(); + return min(distance(viewPoint, a), distance(viewPoint, b)); } -void -doSeg(const float dist, const ivec3 apos, const ivec3 bpos, const float atexY, const float btexY, const mat2 arot, - const mat2 brot) -{ - if (dist < clipDistance) { - int vstep = (dist < flatDistance) ? 1 : profile.length() - 1; - for (int v = 0; v < profile.length(); v += vstep) { - doVertex(bpos, v, btexY, brot); - doVertex(apos, v, atexY, arot); +ifelse( + TYPE, .gs, + // Begin: Geometry shader only function + void doVertex(const ivec3 end, const int v, const float texY, const mat2 rot) { + rposition = vec3(rot * profile[v].xy, profile[v].z); + ivec3 vpos = end + ivec3(rposition); + gl_Position = viewProjection * vec4(vpos - viewPoint, 1); + texCoord = vec2(texturePos[v], texY); + EmitVertex(); } - EndPrimitive(); - } -} + + void doSeg(const float dist, const ivec3 apos, const ivec3 bpos, const float atexY, const float btexY, + const mat2 arot, const mat2 brot) { + if (dist < clipDistance) { + int vstep = (dist < flatDistance) ? 1 : profile.length() - 1; + for (int v = 0; v < profile.length(); v += vstep) { + doVertex(bpos, v, btexY, brot); + doVertex(apos, v, atexY, arot); + } + EndPrimitive(); + } + } + // End: Geometry shader only function +) diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs index c504df3..82d8c59 100644 --- a/gfx/gl/shaders/networkCurve.gs +++ b/gfx/gl/shaders/networkCurve.gs @@ -4,6 +4,8 @@ flat in ivec3 apos[]; flat in ivec3 bpos[]; flat in ivec3 cpos[]; flat in float reps[]; +flat in float aangle[]; +flat in float bangle[]; layout(points) in; layout(triangle_strip, max_vertices = 255) out; @@ -12,8 +14,33 @@ const mat2 rot = mat2(1); include(`networkCommon.glsl') +mat2 +getRot(float angle) +{ + return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); +} + void main() { - doSeg(0, apos[0], bpos[0], 0.f, reps[0], rot, rot); + float segs = floor(255 / (profile.length() * 2)); + float radius = distance(cpos[0], apos[0]); + vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle + reps[0], // texture + (bpos[0].z - apos[0].z)) // height + / segs; + + ivec3 prevPos = apos[0]; + mat2 prevRot = getRot(aangle[0]); + float prevTex = 0; + for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) { + mat2 rot = getRot(arc.x + aangle[0]); + ivec3 pos = cpos[0] + ivec3(rot * vec2(radius, 0), arc.z); + float tex = arc.y; + doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot); + prevPos = pos; + prevRot = rot; + prevTex = tex; + } + doSeg(segDist(prevPos, bpos[0]), bpos[0], prevPos, reps[0], prevTex, getRot(bangle[0]), prevRot); } diff --git a/gfx/gl/shaders/networkCurve.vs b/gfx/gl/shaders/networkCurve.vs index d083765..6c56e93 100644 --- a/gfx/gl/shaders/networkCurve.vs +++ b/gfx/gl/shaders/networkCurve.vs @@ -4,11 +4,15 @@ layout(location = 0) in ivec3 v_apos; layout(location = 1) in ivec3 v_bpos; layout(location = 2) in ivec3 v_centre; layout(location = 3) in float v_reps; +layout(location = 4) in float v_aangle; +layout(location = 5) in float v_bangle; flat out ivec3 apos; flat out ivec3 bpos; flat out ivec3 cpos; flat out float reps; +flat out float aangle; +flat out float bangle; void main() @@ -17,4 +21,6 @@ main() bpos = v_bpos; cpos = v_centre; reps = v_reps; + aangle = v_aangle; + bangle = v_bangle; } diff --git a/gfx/gl/shaders/networkStraight.vs b/gfx/gl/shaders/networkStraight.vs index a0fa437..55f9c4f 100644 --- a/gfx/gl/shaders/networkStraight.vs +++ b/gfx/gl/shaders/networkStraight.vs @@ -5,14 +5,14 @@ layout(location = 1) in ivec3 v_bpos; layout(location = 2) in mat2 v_rot; layout(location = 4) in float v_reps; -uniform ivec3 viewPoint; - flat out ivec3 apos; flat out ivec3 bpos; flat out mat2 rot; flat out float reps; flat out float dist; +include(`networkCommon.glsl') + void main() { @@ -20,5 +20,5 @@ main() bpos = v_bpos; rot = v_rot; reps = v_reps; - dist = min(distance(viewPoint, v_apos), distance(viewPoint, v_bpos)); + dist = segDist(v_apos, v_bpos); } |