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-rw-r--r--gfx/gl/shaders/networkCurve.gs45
-rw-r--r--gfx/gl/shaders/networkCurve.tcs43
-rw-r--r--gfx/gl/shaders/networkCurve.tes30
3 files changed, 79 insertions, 39 deletions
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs
index 15a6ec9..1002fd4 100644
--- a/gfx/gl/shaders/networkCurve.gs
+++ b/gfx/gl/shaders/networkCurve.gs
@@ -1,48 +1,15 @@
#version 460 core
-flat in ivec3 apos[];
-flat in ivec3 bpos[];
-flat in ivec3 cpos[];
-flat in float reps[];
-flat in float aangle[];
-flat in float bangle[];
-flat in float radius[];
-
-layout(points) in;
-layout(triangle_strip, max_vertices = GL_MAX_GEOMETRY_OUTPUT_VERTICES) out;
-
-const mat2 rot = mat2(1);
+flat in ivec3 pos[];
+flat in mat2 rot[];
+flat in float tpos[];
+layout(lines) in;
+layout(triangle_strip, max_vertices = 10) out;
include(`networkCommon.glsl')
-mat2
-getRot(float angle)
-{
- return mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
-}
-
void
main()
{
- float segs = clamp(round(reps[0] * radius[0] / 1000), 4,
- min(floor(uint(GL_MAX_GEOMETRY_OUTPUT_VERTICES) / (profileLength * 2u)),
- floor(uint(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS) / 5u)));
- 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], 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);
+ doSeg(segDist(pos[0], pos[1]), pos[0], pos[1], tpos[0], tpos[1], rot[0], rot[1]);
}
diff --git a/gfx/gl/shaders/networkCurve.tcs b/gfx/gl/shaders/networkCurve.tcs
new file mode 100644
index 0000000..4221e64
--- /dev/null
+++ b/gfx/gl/shaders/networkCurve.tcs
@@ -0,0 +1,43 @@
+#version 460 core
+
+layout(vertices = 1) out;
+flat in ivec3 apos[];
+flat in ivec3 bpos[];
+flat in ivec3 cpos[];
+flat in float reps[];
+flat in float aangle[];
+flat in float bangle[];
+flat in float radius[];
+
+flat out ivec3 c_apos[];
+flat out ivec3 c_bpos[];
+flat out ivec3 c_cpos[];
+flat out float c_reps[];
+flat out float c_aangle[];
+flat out float c_bangle[];
+flat out float c_radius[];
+
+int
+min2pow(float target)
+{
+ int x = 1;
+ while (x < target) {
+ x <<= 1;
+ }
+ return x;
+}
+
+void
+main()
+{
+ c_apos[gl_InvocationID] = apos[gl_InvocationID];
+ c_bpos[gl_InvocationID] = bpos[gl_InvocationID];
+ c_cpos[gl_InvocationID] = cpos[gl_InvocationID];
+ c_reps[gl_InvocationID] = reps[gl_InvocationID];
+ c_aangle[gl_InvocationID] = aangle[gl_InvocationID];
+ c_bangle[gl_InvocationID] = bangle[gl_InvocationID];
+ c_radius[gl_InvocationID] = radius[gl_InvocationID];
+
+ gl_TessLevelOuter[0] = 1;
+ gl_TessLevelOuter[1] = min2pow(reps[gl_InvocationID]);
+}
diff --git a/gfx/gl/shaders/networkCurve.tes b/gfx/gl/shaders/networkCurve.tes
new file mode 100644
index 0000000..a02503c
--- /dev/null
+++ b/gfx/gl/shaders/networkCurve.tes
@@ -0,0 +1,30 @@
+#version 460 core
+layout(isolines, equal_spacing, cw) in;
+
+flat in ivec3 c_apos[];
+flat in ivec3 c_bpos[];
+flat in ivec3 c_cpos[];
+flat in float c_reps[];
+flat in float c_aangle[];
+flat in float c_bangle[];
+flat in float c_radius[];
+
+flat out ivec3 pos;
+flat out mat2 rot;
+flat out float tpos;
+
+mat2
+getRot(float angle)
+{
+ return mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
+}
+
+void
+main()
+{
+ float angle = mix(c_bangle[0], c_aangle[0], gl_TessCoord.x);
+ int height = int(mix(c_bpos[0].z, c_apos[0].z, gl_TessCoord.x)) - c_cpos[0].z;
+ rot = getRot(angle);
+ tpos = c_reps[0] * gl_TessCoord.x;
+ pos = c_cpos[0] + ivec3(rot * vec2(c_radius[0], 0), height);
+}