Merge pull request #1172 from ZappoMan/point_shader

fix thinning in voxels as points
This commit is contained in:
Philip Rosedale 2013-11-03 11:46:04 -08:00
commit 0fe09aa327
4 changed files with 155 additions and 35 deletions

View file

@ -2,48 +2,163 @@
attribute float voxelSizeIn;
varying float voxelSize;
uniform float viewportWidth;
uniform float viewportHeight;
uniform vec3 cameraPosition;
// Bit codes for faces
const int NONE = 0;
const int RIGHT = 1;
const int LEFT = 2;
const int BOTTOM = 4;
const int BOTTOM_RIGHT = BOTTOM + RIGHT;
const int BOTTOM_LEFT = BOTTOM + LEFT;
const int TOP = 8;
const int TOP_RIGHT = TOP + RIGHT;
const int TOP_LEFT = TOP + LEFT;
const int NEAR = 16;
const int NEAR_RIGHT = NEAR + RIGHT;
const int NEAR_LEFT = NEAR + LEFT;
const int NEAR_BOTTOM = NEAR + BOTTOM;
const int NEAR_BOTTOM_RIGHT = NEAR + BOTTOM + RIGHT;
const int NEAR_BOTTOM_LEFT = NEAR + BOTTOM + LEFT;
const int NEAR_TOP = NEAR + TOP;
const int NEAR_TOP_RIGHT = NEAR + TOP + RIGHT;
const int NEAR_TOP_LEFT = NEAR + TOP + LEFT;
const int FAR = 32;
const int FAR_RIGHT = FAR + RIGHT;
const int FAR_LEFT = FAR + LEFT;
const int FAR_BOTTOM = FAR + BOTTOM;
const int FAR_BOTTOM_RIGHT = FAR + BOTTOM + RIGHT;
const int FAR_BOTTOM_LEFT = FAR + BOTTOM + LEFT;
const int FAR_TOP = FAR + TOP;
const int FAR_TOP_RIGHT = FAR + TOP + RIGHT;
const int FAR_TOP_LEFT = FAR + TOP + LEFT;
// If we know the position of the camera relative to the voxel, we can a priori know the vertices that make the visible hull
// polygon. This also tells us which two vertices are known to make the longest possible distance between any pair of these
// vertices for the projected polygon. This is a visibleFaces table based on this knowledge.
void main(void) {
gl_FrontColor = gl_Color;
vec4 cornerOriginal = gl_Vertex;
vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
// Note: the gl_Vertex in this case are in "world coordinates" meaning they've already been scaled to TREE_SCALE
// this is also true for voxelSizeIn.
vec4 bottomNearRight = gl_Vertex;
vec4 topFarLeft = (gl_Vertex + vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0));
// I'm currently using the distance between the near bottom left corner and the far top right corner. That's not
// ideal for all possible angles of viewing of the voxel. I really should be using a lookup table to determine which
// corners to use.
//
// The effect with the current approach is that some "projections" are smaller than they should be, and we get a
// thinning effect. However, this may not matter when we actually switch to using cubes and points in concert.
//
int visibleFaces = NONE;
// In order to use our visibleFaces "table" (implemented as if statements) below, we need to encode the 6-bit code to
// orient camera relative to the 6 defining faces of the voxel. Based on camera position relative to the bottomNearRight
// corner and the topFarLeft corner, we can calculate which hull and therefore which two vertices are furthest apart
// linearly once projected
if (cameraPosition.x < bottomNearRight.x) {
visibleFaces += RIGHT;
}
if (cameraPosition.x > topFarLeft.x) {
visibleFaces += LEFT;
}
if (cameraPosition.y < bottomNearRight.y) {
visibleFaces += BOTTOM;
}
if (cameraPosition.y > topFarLeft.y) {
visibleFaces += TOP;
}
if (cameraPosition.z < bottomNearRight.z) {
visibleFaces += NEAR;
}
if (cameraPosition.z > topFarLeft.z) {
visibleFaces += FAR;
}
vec4 farCornerVertex = gl_Vertex;
farCornerVertex += vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0);
vec4 farCorner = gl_ModelViewProjectionMatrix * farCornerVertex;
vec4 cornerAdjustOne;
vec4 cornerAdjustTwo;
// math! If the w result is negative then the point is behind the viewer
vec2 cornerOnScreen = vec2(corner.x / corner.w, corner.y / corner.w);
if (corner.w < 0) {
cornerOnScreen.x = -cornerOnScreen.x;
cornerOnScreen.y = -cornerOnScreen.y;
if (visibleFaces == RIGHT) {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
} else if (visibleFaces == LEFT) {
cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
} else if (visibleFaces == BOTTOM) {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
} else if (visibleFaces == TOP) {
cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
} else if (visibleFaces == NEAR) {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
} else if (visibleFaces == FAR) {
cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
} else if (visibleFaces == NEAR_BOTTOM_LEFT ||
visibleFaces == FAR_TOP ||
visibleFaces == FAR_TOP_RIGHT) {
cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
} else if (visibleFaces == FAR_TOP_LEFT ||
visibleFaces == NEAR_RIGHT ||
visibleFaces == NEAR_BOTTOM ||
visibleFaces == NEAR_BOTTOM_RIGHT) {
cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
} else if (visibleFaces == NEAR_TOP_RIGHT ||
visibleFaces == FAR_LEFT ||
visibleFaces == FAR_BOTTOM_LEFT ||
visibleFaces == BOTTOM_RIGHT ||
visibleFaces == TOP_LEFT) {
cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
// Everything else...
//} else if (visibleFaces == BOTTOM_LEFT ||
// visibleFaces == TOP_RIGHT ||
// visibleFaces == NEAR_LEFT ||
// visibleFaces == FAR_RIGHT ||
// visibleFaces == NEAR_TOP ||
// visibleFaces == NEAR_TOP_LEFT ||
// visibleFaces == FAR_BOTTOM ||
// visibleFaces == FAR_BOTTOM_RIGHT) {
} else {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
}
vec2 farCornerOnScreen = vec2(farCorner.x / farCorner.w, farCorner.y / farCorner.w);
if (farCorner.w < 0) {
farCornerOnScreen.x = -farCornerOnScreen.x;
farCornerOnScreen.y = -farCornerOnScreen.y;
// Determine our corners
vec4 cornerOne = gl_Vertex + cornerAdjustOne;
vec4 cornerTwo = gl_Vertex + cornerAdjustTwo;
// Find their model view projections
vec4 cornerOneMVP = gl_ModelViewProjectionMatrix * cornerOne;
vec4 cornerTwoMVP = gl_ModelViewProjectionMatrix * cornerTwo;
// Map to x, y screen coordinates
vec2 cornerOneScreen = vec2(cornerOneMVP.x / cornerOneMVP.w, cornerOneMVP.y / cornerOneMVP.w);
if (cornerOneMVP.w < 0) {
cornerOneScreen.x = -cornerOneScreen.x;
cornerOneScreen.y = -cornerOneScreen.y;
}
float voxelScreenWidth = abs(farCornerOnScreen.x - cornerOnScreen.x) * viewportWidth / 2.0;
float voxelScreenHeight = abs(farCornerOnScreen.y - cornerOnScreen.y) * viewportHeight / 2.0;
vec2 cornerTwoScreen = vec2(cornerTwoMVP.x / cornerTwoMVP.w, cornerTwoMVP.y / cornerTwoMVP.w);
if (cornerTwoMVP.w < 0) {
cornerTwoScreen.x = -cornerTwoScreen.x;
cornerTwoScreen.y = -cornerTwoScreen.y;
}
// Find the distance between them in pixels
float voxelScreenWidth = abs(cornerOneScreen.x - cornerTwoScreen.x) * viewportWidth / 2.0;
float voxelScreenHeight = abs(cornerOneScreen.y - cornerTwoScreen.y) * viewportHeight / 2.0;
float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
// Find the center of the voxel
vec4 centerVertex = gl_Vertex;
float halfSizeIn = voxelSizeIn / 2;
centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
// Finally place the point at the center of the voxel, with a size equal to the maximum screen length
gl_Position = center;
gl_PointSize = voxelScreenLength;
gl_FrontColor = gl_Color;
}

View file

@ -1266,16 +1266,16 @@ void VoxelSystem::render(bool texture) {
glm::vec2 viewDimensions = Application::getInstance()->getViewportDimensions();
float viewportWidth = viewDimensions.x;
float viewportHeight = viewDimensions.y;
glm::vec3 cameraPosition = Application::getInstance()->getViewFrustum()->getPosition();
PointShader& pointShader = Application::getInstance()->getPointShader();
Application::getInstance()->getPointShader().begin();
pointShader.begin();
int uniformLocation = Application::getInstance()->getPointShader().uniformLocation("viewportWidth");
Application::getInstance()->getPointShader().setUniformValue(uniformLocation, viewportWidth);
pointShader.setUniformValue(pointShader.uniformLocation("viewportWidth"), viewportWidth);
pointShader.setUniformValue(pointShader.uniformLocation("viewportHeight"), viewportHeight);
pointShader.setUniformValue(pointShader.uniformLocation("cameraPosition"), cameraPosition);
uniformLocation = Application::getInstance()->getPointShader().uniformLocation("viewportHeight");
Application::getInstance()->getPointShader().setUniformValue(uniformLocation, viewportHeight);
attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
attributeLocation = pointShader.attributeLocation("voxelSizeIn");
glEnableVertexAttribArray(attributeLocation);
glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
}

View file

@ -68,6 +68,10 @@ int PointShader::uniformLocation(const char* name) const {
}
}
void PointShader::setUniformValue(int attributeLocation, float value) {
_program->setUniformValue(attributeLocation, value);
void PointShader::setUniformValue(int uniformLocation, float value) {
_program->setUniformValue(uniformLocation, value);
}
void PointShader::setUniformValue(int uniformLocation, const glm::vec3& value) {
_program->setUniformValue(uniformLocation, value.x, value.y, value.z);
}

View file

@ -32,7 +32,8 @@ public:
/// Gets access to attributes from the shader program
int attributeLocation(const char* name) const;
int uniformLocation(const char* name) const;
void setUniformValue(int attributeLocation, float value);
void setUniformValue(int uniformLocation, float value);
void setUniformValue(int uniformLocation, const glm::vec3& value);
static ProgramObject* createPointShaderProgram(const QString& name);