Project

General

Profile

Download (6.25 KB) Statistics
| Branch: | Revision:

library / src / main / res / raw / main_vertex_shader.glsl @ 36d65d88

1
//////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                          //
3
//                                                                                          //
4
// This file is part of Distorted.                                                          //
5
//                                                                                          //
6
// Distorted is free software: you can redistribute it and/or modify                        //
7
// it under the terms of the GNU General Public License as published by                     //
8
// the Free Software Foundation, either version 2 of the License, or                        //
9
// (at your option) any later version.                                                      //
10
//                                                                                          //
11
// Distorted is distributed in the hope that it will be useful,                             //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
14
// GNU General Public License for more details.                                             //
15
//                                                                                          //
16
// You should have received a copy of the GNU General Public License                        // 
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18
//////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
precision highp float;
21
precision highp int;
22

    
23
in vec3 a_Position;                  // Per-vertex position.
24
in vec3 a_Normal;                    // Per-vertex normal vector.
25
in vec3 a_Inflate;                   // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
26
                                     // If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
27
in vec2 a_TexCoordinate;             // Per-vertex texture coordinate.
28
in float a_Component;                // The component a vertex belongs to.
29
                                     // to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0.
30
                                     // ( see VertexEffect.retSection() )
31

    
32
out vec3 v_Position;                 //
33
out vec3 v_endPosition;              // for Transform Feedback only
34

    
35
#ifdef PREAPPLY
36
out vec3 v_Inflate;                  // Transform Feedback for preapply effects
37
#endif
38

    
39
out vec3 v_Normal;                   //
40
out vec2 v_TexCoordinate;            //
41

    
42
uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
43
uniform mat4 u_MVMatrix;             // the combined model/view matrix.
44
uniform float u_Inflate;             // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
45

    
46
#if NUM_VERTEX>0
47
uniform int vNumEffects;             // total number of vertex effects
48
uniform int vName[NUM_VERTEX];       // their names.
49
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
50
                                     // The first vec4 is the Interpolated values,
51
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
52
uniform int vEffectAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
53
uniform int vEffectCompo[NUM_VERTEX];// Components the vertex effects work on. Likewise used to conneect an effect to a Mesh component.
54
uniform int vComponAssoc[MAX_COMPON];// Associations of the component.
55

    
56
//////////////////////////////////////////////////////////////////////////////////////////////
57
// HELPER FUNCTIONS
58
//////////////////////////////////////////////////////////////////////////////////////////////
59
// Return degree of the point as defined by the Region. Currently only supports spherical regions.
60
//
61
// Let 'PS' be the vector from point P (the current vertex) to point S (the center of the effect).
62
// Let region.xyz be the vector from point S to point O (the center point of the region sphere)
63
// Let region.w be the radius of the region sphere.
64
// (This all should work regardless if S is inside or outside of the sphere).
65
//
66
// Then, the degree of a point with respect to a given (spherical!) Region is defined by:
67
//
68
// If P is outside the sphere, return 0.
69
// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/|SX|,
70
// aka the 'degree' of point P.
71
//
72
// We solve the triangle OPX.
73
// We know the lengths |PO|, |OX| and the angle OPX, because cos(OPX) = cos(180-OPS) = -cos(OPS) = -PS*PO/(|PS|*|PO|)
74
// then from the law of cosines PX^2 + PO^2 - 2*PX*PO*cos(OPX) = OX^2 so PX = -a + sqrt(a^2 + OX^2 - PO^2)
75
// where a = PS*PO/|PS| but we are really looking for d = |PX|/(|PX|+|PS|) = 1/(1+ (|PS|/|PX|) ) and
76
// |PX|/|PS| = -b + sqrt(b^2 + (OX^2-PO^2)/PS^2) where b=PS*PO/|PS|^2 which can be computed with only one sqrt.
77

    
78
float degree(in vec4 region, in vec3 PS)
79
  {
80
  float ps_sq = dot(PS,PS);
81

    
82
  if( ps_sq==0.0 ) return 1.0;
83

    
84
  vec3 PO = PS + region.xyz;
85
  float d = region.w*region.w-dot(PO,PO);
86

    
87
  if( d<=0.0 ) return 0.0;
88

    
89
  float b = dot(PS,PO)/ps_sq;
90

    
91
  return 1.0 / (1.0 + 1.0/(sqrt(b*b + d/ps_sq)-b));
92
  }
93

    
94
#endif  // NUM_VERTEX>0
95

    
96
//////////////////////////////////////////////////////////////////////////////////////////////
97

    
98
void main()
99
  {
100
  vec3 v = a_Position + u_Inflate*a_Inflate;
101
  vec3 n = a_Normal;
102

    
103
#ifdef PREAPPLY
104
  vec3 inf = a_Inflate;
105
#endif
106

    
107
#if NUM_VERTEX>0
108
  int effect=0;
109
  int component = int(a_Component);
110

    
111
  for(int i=0; i<vNumEffects; i++)
112
    {
113
    if( ((vComponAssoc[component] & vEffectAssoc[i]) != 0) || (component == vEffectCompo[i]) )
114
      {
115
      // ENABLED EFFECTS WILL BE INSERTED HERE
116

    
117
      }
118
    effect+=3;
119
    }
120
#endif
121
   
122
  v_Position      = v;
123

    
124
#ifdef PREAPPLY
125
  v_endPosition   = n;
126
  v_Inflate       = inf;
127
#else
128
  v_endPosition   = v + 0.5*n;
129
#endif
130

    
131
  v_TexCoordinate = a_TexCoordinate;
132
  v_Normal        = normalize(vec3(u_MVMatrix*vec4(n,0.0)));
133
  gl_Position     = u_MVPMatrix*vec4(v,1.0);
134
  }                               
(6-6/14)