From 47e204038fbef3041eac9f325cc00dbca8ab49dd Mon Sep 17 00:00:00 2001 From: Jack Ha Date: Wed, 21 Dec 2016 15:44:01 +0100 Subject: [PATCH] Got cylinders --- plugins/LayerView/layers.shader | 66 ++++++++++++++++++++++++++------- 1 file changed, 52 insertions(+), 14 deletions(-) diff --git a/plugins/LayerView/layers.shader b/plugins/LayerView/layers.shader index 88eb54cc36..270d2daa50 100644 --- a/plugins/LayerView/layers.shader +++ b/plugins/LayerView/layers.shader @@ -51,7 +51,7 @@ geometry = //uniform highp mat4 u_modelViewProjectionMatrix; layout(lines) in; - layout(triangle_strip, max_vertices = 4) out; + layout(triangle_strip, max_vertices = 8) out; /*layout(std140) uniform Matrices { mat4 u_modelViewProjectionMatrix; };*/ @@ -73,42 +73,67 @@ geometry = //vec4 g_vertex_delta; vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers + vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position vec3 g_vertex_normal_vert; - vec3 g_vertex_offset_horz; - vec3 g_vertex_offset_vert; + vec4 g_vertex_offset_vert; - float size = 0.5; + const float size = 0.5; //g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x); - g_vertex_offset_horz = vec3(0.5, 0.0, 0.0); //size * g_vertex_normal_horz; //size * g_vertex_normal_horz; + g_vertex_offset_horz = vec4(g_vertex_normal_horz * size, 0.0); //size * g_vertex_normal_horz; g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); - g_vertex_offset_vert = vec3(0.0, 0.5, 0.0); //size * g_vertex_normal_vert; + //g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert; + g_vertex_offset_vert = vec4(g_vertex_normal_vert * size, 0.0); f_vertex = v_vertex[0]; f_normal = g_vertex_normal_horz; - f_color = vec4(g_vertex_normal_horz, 1.0); //v_color[0]; + 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_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_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_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(); + EndPrimitive(); } @@ -222,6 +247,9 @@ fragment = uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; + //uniform mediump vec4 u_specularColor; + //uniform mediump float u_shininess; + uniform highp vec3 u_lightPosition; void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal) @@ -241,18 +269,26 @@ fragment = //Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal); + //gl_FrontFacing = .. + mediump vec4 finalColor = vec4(0.0); - //finalColor += u_ambientColor; - finalColor = f_color; + finalColor += u_ambientColor; + //finalColor = f_color; highp vec3 normal = normalize(f_normal); - //highp vec3 normal = normalize(cameraNormal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); - //finalColor += (NdotL * f_color); + finalColor += (NdotL * f_color); + + // Specular Component + // TODO: We should not do specularity for fragments facing away from the light. + /*highp vec3 reflectedLight = reflect(-lightDir, normal); + highp vec3 viewVector = normalize(u_viewPosition - f_vertex); + highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); + finalColor += pow(NdotR, u_shininess) * u_specularColor;*/ finalColor.a = 1.0; gl_FragColor = finalColor; @@ -264,8 +300,10 @@ fragment = [defaults] u_active_extruder = 0.0 u_shade_factor = 0.60 +u_specularColor = [0.4, 0.4, 0.4, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 0.3] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] +u_shininess = 20.0 [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix