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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-20 13:00:49 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-20 15:08:43 +0000
commitd1d1a4e349f18cd36406f75170dad87fbad2722a (patch)
treed950e7462e6718360c8a048e87ca7b14fe0258c1 /gfx
parentImplement complete network straight part shader (diff)
downloadilt-d1d1a4e349f18cd36406f75170dad87fbad2722a.tar.bz2
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Common code between straight/curve network geometry shaders
Diffstat (limited to 'gfx')
-rw-r--r--gfx/gl/shaders/networkCommon.glsl41
-rw-r--r--gfx/gl/shaders/networkCurve.gs10
-rw-r--r--gfx/gl/shaders/networkCurve.vs10
-rw-r--r--gfx/gl/shaders/networkStraight.gs38
4 files changed, 58 insertions, 41 deletions
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl
new file mode 100644
index 0000000..2639eb1
--- /dev/null
+++ b/gfx/gl/shaders/networkCommon.glsl
@@ -0,0 +1,41 @@
+const float RAIL_HEIGHT = 250;
+const vec3[] profile = vec3[]( //
+ vec3(-1900.F, 0.F, 0.F), //
+ vec3(-608.F, 0.F, RAIL_HEIGHT), //
+ vec3(0, 0.F, RAIL_HEIGHT * .7F), //
+ vec3(608.F, 0.F, RAIL_HEIGHT), //
+ vec3(1900.F, 0.F, 0.F));
+const float[profile.length()] texturePos = float[](0, 0.34, 0.5, 0.65, 1);
+
+uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
+
+uniform float clipDistance = 5000000;
+uniform float flatDistance = 1000000;
+
+out vec2 texCoord;
+out vec3 rposition;
+
+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();
+}
+
+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();
+ }
+}
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs
index cf70b6e..c504df3 100644
--- a/gfx/gl/shaders/networkCurve.gs
+++ b/gfx/gl/shaders/networkCurve.gs
@@ -1,9 +1,19 @@
#version 330 core
+flat in ivec3 apos[];
+flat in ivec3 bpos[];
+flat in ivec3 cpos[];
+flat in float reps[];
+
layout(points) in;
layout(triangle_strip, max_vertices = 255) out;
+const mat2 rot = mat2(1);
+
+include(`networkCommon.glsl')
+
void
main()
{
+ doSeg(0, apos[0], bpos[0], 0.f, reps[0], rot, rot);
}
diff --git a/gfx/gl/shaders/networkCurve.vs b/gfx/gl/shaders/networkCurve.vs
index b4324d6..d083765 100644
--- a/gfx/gl/shaders/networkCurve.vs
+++ b/gfx/gl/shaders/networkCurve.vs
@@ -5,16 +5,16 @@ layout(location = 1) in ivec3 v_bpos;
layout(location = 2) in ivec3 v_centre;
layout(location = 3) in float v_reps;
-uniform mat4 viewProjection;
-
flat out ivec3 apos;
flat out ivec3 bpos;
-flat out mat2 rot;
+flat out ivec3 cpos;
flat out float reps;
-flat out float dist;
void
main()
{
- dist = viewProjection[0][0];
+ apos = v_apos;
+ bpos = v_bpos;
+ cpos = v_centre;
+ reps = v_reps;
}
diff --git a/gfx/gl/shaders/networkStraight.gs b/gfx/gl/shaders/networkStraight.gs
index ccd456a..51df5fb 100644
--- a/gfx/gl/shaders/networkStraight.gs
+++ b/gfx/gl/shaders/networkStraight.gs
@@ -1,14 +1,5 @@
#version 330 core
-const float RAIL_HEIGHT = 250;
-const vec3[] profile = vec3[]( //
- vec3(-1900.F, 0.F, 0.F), //
- vec3(-608.F, 0.F, RAIL_HEIGHT), //
- vec3(0, 0.F, RAIL_HEIGHT * .7F), //
- vec3(608.F, 0.F, RAIL_HEIGHT), //
- vec3(1900.F, 0.F, 0.F));
-const float[profile.length()] texturePos = float[](0, 0.34, 0.5, 0.65, 1);
-
flat in ivec3 apos[];
flat in ivec3 bpos[];
flat in mat2 rot[];
@@ -17,35 +8,10 @@ flat in float dist[];
layout(points) in;
layout(triangle_strip, max_vertices = 10) out;
-
-uniform mat4 viewProjection;
-uniform ivec3 viewPoint;
-
-uniform int clipDistance = 5000000;
-uniform int flatDistance = 1000000;
-
-out vec2 texCoord;
-out vec3 rposition;
-
-void
-doEnd(const ivec3 end, int v, float texY)
-{
- rposition = vec3(rot[0] * profile[v].xy, profile[v].z);
- ivec3 vpos = end + ivec3(rposition);
- gl_Position = viewProjection * vec4(vpos - viewPoint, 1);
- texCoord = vec2(texturePos[v], texY);
- EmitVertex();
-}
+include(`networkCommon.glsl')
void
main()
{
- if (dist[0] < clipDistance) {
- int vstep = (dist[0] < flatDistance) ? 1 : profile.length() - 1;
- for (int v = 0; v < profile.length(); v += vstep) {
- doEnd(bpos[0], v, reps[0]);
- doEnd(apos[0], v, 0);
- }
- EndPrimitive();
- }
+ doSeg(dist[0], apos[0], bpos[0], 0.f, reps[0], rot[0], rot[0]);
}