Added myEmitVertex function in layers3d.shader. CURA-3273

This commit is contained in:
Jack Ha 2017-02-08 13:29:24 +01:00
parent 8e80593232
commit 0d444298bc

View File

@ -88,6 +88,15 @@ geometry41core =
out vec3 f_normal;
out vec3 f_vertex;
// Set the set of variables and EmitVertex
void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
f_vertex = vertex;
f_color = color;
f_normal = normal;
gl_Position = pos;
EmitVertex();
}
void main()
{
vec4 g_vertex_delta;
@ -140,145 +149,46 @@ geometry41core =
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[0];
f_normal = -g_vertex_normal_horz;
f_color = v_color[0];
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
f_color = v_color[0];
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// left side
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_normal = g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
EmitVertex();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex();
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
EndPrimitive();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_normal = g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
EmitVertex();
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// right side
f_vertex = v_vertex[1];
f_color = v_color[1];
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_normal = -g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
EmitVertex();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex();
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_normal = -g_vertex_normal_horz_head;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
EmitVertex();
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();
}