From a19011b730ac6d770e3b42cde3a10961495a417d Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Jan 2024 20:10:12 +0000 Subject: Implement basic network curve part shader --- gfx/gl/shaders/networkCurve.gs | 29 ++++++++++++++++++++++++++++- 1 file changed, 28 insertions(+), 1 deletion(-) (limited to 'gfx/gl/shaders/networkCurve.gs') 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); } -- cgit v1.2.3