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library / src / main / res / raw / main_vertex_shader.glsl @ e979d285

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of DistortedLibrary.                                                          //
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//                                                                                          //
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// DistortedLibrary is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// DistortedLibrary is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        // 
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// along with DistortedLibrary.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float;
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precision highp int;
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in vec3 a_Position;                  // Per-vertex position.
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in vec3 a_Normal;                    // Per-vertex normal vector.
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in vec3 a_Inflate;                   // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
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                                     // If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
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in vec2 a_TexCoordinate;             // Per-vertex texture coordinate.
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out vec3 v_Position;                 //
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out vec3 v_endPosition;              // for Transform Feedback only
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out vec3 v_Normal;                   //
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out vec2 v_TexCoordinate;            //
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uniform vec3 u_Bounding;             // MeshBase.mBounding{X,Y,Z}
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uniform vec3 u_Stretch;              // MeshBase.mStretch{X,Y,Z}
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uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
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uniform mat4 u_MVMatrix;             // the combined model/view matrix.
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uniform float u_Inflate;             // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
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#if NUM_VERTEX>0
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uniform int vNumEffects;             // total number of vertex effects
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uniform int vName[NUM_VERTEX];       // their names.
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uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
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                                     // The first vec4 is the Interpolated values,
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                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
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//////////////////////////////////////////////////////////////////////////////////////////////
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// HELPER FUNCTIONS
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//////////////////////////////////////////////////////////////////////////////////////////////
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// The trick below is the if-less version of the
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//
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// t = dx<0.0 ? (u_Bounding.x-v.x) / (u_Bounding.x-ux) : (u_Bounding.x+v.x) / (u_Bounding.x+ux);
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// h = dy<0.0 ? (u_Bounding.y-v.y) / (u_Bounding.y-uy) : (u_Bounding.y+v.y) / (u_Bounding.y+uy);
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// d = min(t,h);
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//
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// float d = min(-ps.x/(sign(ps.x)*u_Bounding.x+p.x),-ps.y/(sign(ps.y)*u_Bounding.y+p.y))+1.0;
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//
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// We still have to avoid division by 0 when p.x = +- u_Bounding.x or p.y = +- u_Bounding.y (i.e
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// on the edge of the Object).
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// We do that by first multiplying the above 'float d' with sign(denominator1*denominator2)^2.
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//
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// 2019-01-09: make this 3D. The trick: we want only the EDGES of the cuboid to stay constant.
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// the interiors of the Faces move! Thus, we want the MIDDLE of the PS/(sign(PS)*u_Bounding+S) !
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//////////////////////////////////////////////////////////////////////////////////////////////
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// return degree of the point as defined by the cuboid (u_Bounding.x X u_Bounding.y X u_Bounding.z)
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float degree_object(in vec3 S, in vec3 PS)
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  {
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  vec3 ONE = vec3(1.0,1.0,1.0);
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  vec3 A = sign(PS)*u_Bounding + S;
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  vec3 signA = sign(A);                      //
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  vec3 signA_SQ = signA*signA;               // div = PS/A if A!=0, 0 otherwise.
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  vec3 div = signA_SQ*PS/(A-(ONE-signA_SQ)); //
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  vec3 ret = sign(u_Bounding)-div;
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  float d1= ret.x-ret.y;
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  float d2= ret.y-ret.z;
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  float d3= ret.x-ret.z;
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  if( d1*d2>0.0 ) return ret.y;             //
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  if( d1*d3>0.0 ) return ret.z;             // return 1-middle(div.x,div.y,div.z)
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  return ret.x;                             // (unless size of object is 0 then 0-middle)
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Return degree of the point as defined by the Region. Currently only supports spherical regions.
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//
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// Let 'PS' be the vector from point P (the current vertex) to point S (the center of the effect).
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// Let region.xyz be the vector from point S to point O (the center point of the region sphere)
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// Let region.w be the radius of the region sphere.
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// (This all should work regardless if S is inside or outside of the sphere).
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//
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// Then, the degree of a point with respect to a given (spherical!) Region is defined by:
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//
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// If P is outside the sphere, return 0.
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// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/|SX|,
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// aka the 'degree' of point P.
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//
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// We solve the triangle OPX.
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// We know the lengths |PO|, |OX| and the angle OPX, because cos(OPX) = cos(180-OPS) = -cos(OPS) = -PS*PO/(|PS|*|PO|)
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// 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)
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// where a = PS*PO/|PS| but we are really looking for d = |PX|/(|PX|+|PS|) = 1/(1+ (|PS|/|PX|) ) and
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// |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.
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float degree_region(in vec4 region, in vec3 PS)
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  {
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  vec3 PO  = PS + region.xyz;
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  float D = region.w*region.w-dot(PO,PO);      // D = |OX|^2 - |PO|^2
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  if( D<=0.0 ) return 0.0;
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  float ps_sq = dot(PS,PS);
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  float one_over_ps_sq = 1.0/(ps_sq-(sign(ps_sq)-1.0));  // return 1.0 if ps_sq = 0.0
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                                                         // Important: if we want to write
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                                                         // b = 1/a if a!=0, b=1 otherwise
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                                                         // we need to write that as
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                                                         // b = 1 / ( a-(sign(a)-1) )
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                                                         // [ and NOT 1 / ( a + 1 - sign(a) ) ]
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                                                         // because the latter, if 0<a<2^-24,
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                                                         // will suffer from round-off error and in this case
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                                                         // a + 1.0 = 1.0 !! so 1 / (a+1-sign(a)) = 1/0 !
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  float DOT  = dot(PS,PO)*one_over_ps_sq;
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  return 1.0 / (1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT));
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// return min(degree_object,degree_region). Just like degree_region, currently only supports spheres.
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float degree(in vec4 region, in vec3 S, in vec3 PS)
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  {
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  vec3 PO  = PS + region.xyz;
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  float D = region.w*region.w-dot(PO,PO);     // D = |OX|^2 - |PO|^2
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  if( D<=0.0 ) return 0.0;
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  vec3 A = sign(PS)*u_Bounding + S;
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  vec3 signA = sign(A);
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  vec3 signA_SQ = signA*signA;
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  vec3 div = signA_SQ*PS/(A-(vec3(1.0,1.0,1.0)-signA_SQ));
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  vec3 ret = sign(u_Bounding)-div;            // if object is flat, make ret.z 0
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  float d1= ret.x-ret.y;
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  float d2= ret.y-ret.z;
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  float d3= ret.x-ret.z;
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  float degree_object;
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       if( d1*d2>0.0 ) degree_object= ret.y;  //
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  else if( d1*d3>0.0 ) degree_object= ret.z;  // middle of the ret.{x,y,z} triple
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  else                 degree_object= ret.x;  //
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  float ps_sq = dot(PS,PS);
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  float one_over_ps_sq = 1.0/(ps_sq-(sign(ps_sq)-1.0));  // return 1.0 if ps_sq = 0.0
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  float DOT  = dot(PS,PO)*one_over_ps_sq;
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  float degree_region = 1.0/(1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT));
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  return min(degree_region,degree_object);
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  }
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#endif  // NUM_VERTEX>0
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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  {
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  vec3 v = u_Stretch*a_Position;
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  vec3 n = a_Normal;
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  v += u_Inflate*u_Stretch*a_Inflate;
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#if NUM_VERTEX>0
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  int effect=0;
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  for(int i=0; i<vNumEffects; i++)
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    {
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    // ENABLED EFFECTS WILL BE INSERTED HERE
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    effect+=3;
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    }
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#endif
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  v_Position      = v;
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  v_endPosition   = v + (0.2*u_Stretch.x)*n;
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  v_TexCoordinate = a_TexCoordinate;
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  v_Normal        = normalize(vec3(u_MVMatrix*vec4(n,0.0)));
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  gl_Position     = u_MVPMatrix*vec4(v,1.0);
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  }                               
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