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 vec2 a_TexCoordinate; // Per-vertex texture coordinate.
|
26
|
in float a_Component; // The component a vertex belongs to.
|
27
|
// to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0.
|
28
|
// ( see VertexEffect.retSection() )
|
29
|
|
30
|
out vec3 v_Position; // for Transform Feedback only
|
31
|
out vec3 v_endPosition; // for Transform Feedback only
|
32
|
out vec3 v_Normal; //
|
33
|
out vec2 v_TexCoordinate; //
|
34
|
|
35
|
uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection.
|
36
|
uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points)
|
37
|
uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors)
|
38
|
// which need to work differently on points and vectors
|
39
|
uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
|
40
|
uniform int u_TransformFeedback; // are we doing the transform feedback now?
|
41
|
|
42
|
#ifdef COMP_CENTERS
|
43
|
layout (std140) uniform componentCenter
|
44
|
{
|
45
|
vec4 vComCenter[MAX_COMPON]; // centers of mesh components. 4 floats: (x,y,z,unused)
|
46
|
};
|
47
|
#endif
|
48
|
|
49
|
#if NUM_VERTEX>0
|
50
|
uniform int vNumEffects; // total number of vertex effects
|
51
|
|
52
|
layout (std140) uniform vUniformProperties
|
53
|
{
|
54
|
ivec4 vProperties[NUM_VERTEX]; // their properties, 4 ints:
|
55
|
// 1: name of the effect
|
56
|
// 2: effect's AND association
|
57
|
// 3: reserved int (probably another AND assoc in the future)
|
58
|
// 4: effect's EQU association
|
59
|
};
|
60
|
|
61
|
layout (std140) uniform vUniformFloats
|
62
|
{
|
63
|
vec4 vUniforms[3*NUM_VERTEX]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
|
64
|
// The first vec4 is the Interpolated values,
|
65
|
// second vec4: first float - cache, next 3: Center, the third - the Region.
|
66
|
};
|
67
|
|
68
|
#ifdef BUGGY_UBOS
|
69
|
layout (packed) uniform componentAssociation
|
70
|
{
|
71
|
ivec2 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations
|
72
|
};
|
73
|
#else
|
74
|
layout (std140) uniform componentAssociation
|
75
|
{
|
76
|
ivec4 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations
|
77
|
};
|
78
|
#endif
|
79
|
|
80
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
81
|
// HELPER FUNCTIONS
|
82
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
83
|
// Return degree of the point as defined by the Region. Currently only supports spherical regions.
|
84
|
//
|
85
|
// Let 'PS' be the vector from point P (the current vertex) to point S (the center of the effect).
|
86
|
// Let region.xyz be the vector from point S to point O (the center point of the region sphere)
|
87
|
// Let region.w be the radius of the region sphere.
|
88
|
// (This all should work regardless if S is inside or outside of the sphere).
|
89
|
//
|
90
|
// Then, the degree of a point with respect to a given (spherical!) Region is defined by:
|
91
|
//
|
92
|
// If P is outside the sphere, return 0.
|
93
|
// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/|SX|,
|
94
|
// aka the 'degree' of point P.
|
95
|
//
|
96
|
// We solve the triangle OPX.
|
97
|
// We know the lengths |PO|, |OX| and the angle OPX, because cos(OPX) = cos(180-OPS) = -cos(OPS) = -PS*PO/(|PS|*|PO|)
|
98
|
// 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)
|
99
|
// where a = PS*PO/|PS| but we are really looking for d = |PX|/(|PX|+|PS|) = 1/(1+ (|PS|/|PX|) ) and
|
100
|
// |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.
|
101
|
|
102
|
float degree(in vec4 region, in vec3 PS)
|
103
|
{
|
104
|
float ps_sq = dot(PS,PS);
|
105
|
|
106
|
if( ps_sq==0.0 ) return 1.0;
|
107
|
|
108
|
vec3 PO = PS + region.xyz;
|
109
|
float d = region.w*region.w-dot(PO,PO);
|
110
|
|
111
|
if( d<=0.0 ) return 0.0;
|
112
|
|
113
|
float b = dot(PS,PO)/ps_sq;
|
114
|
|
115
|
return 1.0 / (1.0 + 1.0/(sqrt(b*b + d/ps_sq)-b));
|
116
|
}
|
117
|
|
118
|
#endif // NUM_VERTEX>0
|
119
|
|
120
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
121
|
|
122
|
void main()
|
123
|
{
|
124
|
int component = int(a_Component);
|
125
|
vec3 n = a_Normal;
|
126
|
#ifdef COMP_CENTERS
|
127
|
vec3 v = a_Position + u_Inflate*(a_Position - vComCenter[component].xyz);
|
128
|
#else
|
129
|
vec3 v = a_Position + u_Inflate*a_Position;
|
130
|
#endif
|
131
|
|
132
|
#if NUM_VERTEX>0
|
133
|
int effect=0;
|
134
|
|
135
|
for(int i=0; i<vNumEffects; i++)
|
136
|
{
|
137
|
if( ((vComAssoc[component].x & vProperties[i].y) != 0) || (vComAssoc[component].y == vProperties[i].w) )
|
138
|
{
|
139
|
// ENABLED EFFECTS WILL BE INSERTED HERE
|
140
|
|
141
|
}
|
142
|
effect+=3;
|
143
|
}
|
144
|
#endif
|
145
|
|
146
|
#ifdef PREAPPLY
|
147
|
v_Position = v;
|
148
|
v_endPosition= n;
|
149
|
#else
|
150
|
if( u_TransformFeedback == 1 )
|
151
|
{
|
152
|
vec4 tmp1 = u_MVMatrixP * vec4(v,1.0);
|
153
|
vec4 tmp2 = normalize(u_MVMatrixV * vec4(n,0.0));
|
154
|
|
155
|
v_Position = vec3(tmp1);
|
156
|
v_endPosition = vec3(tmp1+100.0*tmp2);
|
157
|
}
|
158
|
else
|
159
|
{
|
160
|
v_Position = v;
|
161
|
}
|
162
|
#endif
|
163
|
|
164
|
v_TexCoordinate = a_TexCoordinate;
|
165
|
v_Normal = normalize(vec3(u_MVMatrixV*vec4(n,0.0)));
|
166
|
gl_Position = u_MVPMatrix*vec4(v,1.0);
|
167
|
}
|