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remove old unused shaders
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3 changed files with 0 additions and 282 deletions
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#version 120
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//
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// passthrough.vert
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// vertex shader
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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attribute float voxelSizeIn;
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varying float voxelSize;
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void main(void) {
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gl_FrontColor = gl_Color;
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gl_Position = gl_Vertex; // don't call ftransform(), because we do projection in geometry shader
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voxelSize = voxelSizeIn;
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}
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#version 120
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//
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// point_size.vert
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// vertex shader
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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attribute float voxelSizeIn;
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varying float voxelSize;
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uniform float viewportWidth;
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uniform float viewportHeight;
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uniform vec3 cameraPosition;
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// Bit codes for faces
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const int NONE = 0;
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const int RIGHT = 1;
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const int LEFT = 2;
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const int BOTTOM = 4;
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const int BOTTOM_RIGHT = BOTTOM + RIGHT;
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const int BOTTOM_LEFT = BOTTOM + LEFT;
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const int TOP = 8;
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const int TOP_RIGHT = TOP + RIGHT;
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const int TOP_LEFT = TOP + LEFT;
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const int NEAR = 16;
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const int NEAR_RIGHT = NEAR + RIGHT;
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const int NEAR_LEFT = NEAR + LEFT;
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const int NEAR_BOTTOM = NEAR + BOTTOM;
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const int NEAR_BOTTOM_RIGHT = NEAR + BOTTOM + RIGHT;
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const int NEAR_BOTTOM_LEFT = NEAR + BOTTOM + LEFT;
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const int NEAR_TOP = NEAR + TOP;
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const int NEAR_TOP_RIGHT = NEAR + TOP + RIGHT;
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const int NEAR_TOP_LEFT = NEAR + TOP + LEFT;
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const int FAR = 32;
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const int FAR_RIGHT = FAR + RIGHT;
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const int FAR_LEFT = FAR + LEFT;
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const int FAR_BOTTOM = FAR + BOTTOM;
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const int FAR_BOTTOM_RIGHT = FAR + BOTTOM + RIGHT;
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const int FAR_BOTTOM_LEFT = FAR + BOTTOM + LEFT;
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const int FAR_TOP = FAR + TOP;
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const int FAR_TOP_RIGHT = FAR + TOP + RIGHT;
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const int FAR_TOP_LEFT = FAR + TOP + LEFT;
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// If we know the position of the camera relative to the voxel, we can a priori know the vertices that make the visible hull
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// polygon. This also tells us which two vertices are known to make the longest possible distance between any pair of these
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// vertices for the projected polygon. This is a visibleFaces table based on this knowledge.
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void main(void) {
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// Note: the gl_Vertex in this case are in "world coordinates" meaning they've already been scaled to TREE_SCALE
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// this is also true for voxelSizeIn.
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vec4 bottomNearRight = gl_Vertex;
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vec4 topFarLeft = (gl_Vertex + vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0));
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int visibleFaces = NONE;
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// In order to use our visibleFaces "table" (implemented as if statements) below, we need to encode the 6-bit code to
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// orient camera relative to the 6 defining faces of the voxel. Based on camera position relative to the bottomNearRight
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// corner and the topFarLeft corner, we can calculate which hull and therefore which two vertices are furthest apart
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// linearly once projected
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if (cameraPosition.x < bottomNearRight.x) {
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visibleFaces += RIGHT;
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}
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if (cameraPosition.x > topFarLeft.x) {
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visibleFaces += LEFT;
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}
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if (cameraPosition.y < bottomNearRight.y) {
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visibleFaces += BOTTOM;
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}
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if (cameraPosition.y > topFarLeft.y) {
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visibleFaces += TOP;
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}
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if (cameraPosition.z < bottomNearRight.z) {
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visibleFaces += NEAR;
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}
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if (cameraPosition.z > topFarLeft.z) {
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visibleFaces += FAR;
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}
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vec4 cornerAdjustOne;
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vec4 cornerAdjustTwo;
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if (visibleFaces == RIGHT) {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == LEFT) {
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cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == BOTTOM) {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
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} else if (visibleFaces == TOP) {
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cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == NEAR) {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
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} else if (visibleFaces == FAR) {
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cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == NEAR_BOTTOM_LEFT ||
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visibleFaces == FAR_TOP ||
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visibleFaces == FAR_TOP_RIGHT) {
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cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
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} else if (visibleFaces == FAR_TOP_LEFT ||
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visibleFaces == NEAR_RIGHT ||
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visibleFaces == NEAR_BOTTOM ||
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visibleFaces == NEAR_BOTTOM_RIGHT) {
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cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
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} else if (visibleFaces == NEAR_TOP_RIGHT ||
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visibleFaces == FAR_LEFT ||
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visibleFaces == FAR_BOTTOM_LEFT ||
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visibleFaces == BOTTOM_RIGHT ||
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visibleFaces == TOP_LEFT) {
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cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
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// Everything else...
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//} else if (visibleFaces == BOTTOM_LEFT ||
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// visibleFaces == TOP_RIGHT ||
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// visibleFaces == NEAR_LEFT ||
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// visibleFaces == FAR_RIGHT ||
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// visibleFaces == NEAR_TOP ||
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// visibleFaces == NEAR_TOP_LEFT ||
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// visibleFaces == FAR_BOTTOM ||
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// visibleFaces == FAR_BOTTOM_RIGHT) {
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} else {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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}
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// Determine our corners
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vec4 cornerOne = gl_Vertex + cornerAdjustOne;
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vec4 cornerTwo = gl_Vertex + cornerAdjustTwo;
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// Find their model view projections
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vec4 cornerOneMVP = gl_ModelViewProjectionMatrix * cornerOne;
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vec4 cornerTwoMVP = gl_ModelViewProjectionMatrix * cornerTwo;
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// Map to x, y screen coordinates
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vec2 cornerOneScreen = vec2(cornerOneMVP.x / cornerOneMVP.w, cornerOneMVP.y / cornerOneMVP.w);
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if (cornerOneMVP.w < 0) {
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cornerOneScreen.x = -cornerOneScreen.x;
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cornerOneScreen.y = -cornerOneScreen.y;
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}
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vec2 cornerTwoScreen = vec2(cornerTwoMVP.x / cornerTwoMVP.w, cornerTwoMVP.y / cornerTwoMVP.w);
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if (cornerTwoMVP.w < 0) {
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cornerTwoScreen.x = -cornerTwoScreen.x;
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cornerTwoScreen.y = -cornerTwoScreen.y;
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}
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// Find the distance between them in pixels
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float voxelScreenWidth = abs(cornerOneScreen.x - cornerTwoScreen.x) * viewportWidth / 2.0;
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float voxelScreenHeight = abs(cornerOneScreen.y - cornerTwoScreen.y) * viewportHeight / 2.0;
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float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
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// Find the center of the voxel
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vec4 centerVertex = gl_Vertex;
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float halfSizeIn = voxelSizeIn / 2;
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centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
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vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
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// Finally place the point at the center of the voxel, with a size equal to the maximum screen length
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gl_Position = center;
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gl_PointSize = voxelScreenLength;
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gl_FrontColor = gl_Color;
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}
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#version 120
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#extension GL_ARB_geometry_shader4 : enable
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//
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// voxel.geom
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// geometry shader
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// VOXEL GEOMETRY SHADER
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//
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// Input: gl_VerticesIn/gl_PositionIn
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// GL_POINTS
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// Assumes vertex shader has not transformed coordinates
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// Each gl_PositionIn is the corner of voxel
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// varying voxelSize - which is the voxel size
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//
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// Note: In vertex shader doesn't do any transform. Therefore passing the 3D world coordinates xyz to us
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//
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// Output: GL_TRIANGLE_STRIP
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//
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// Issues:
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// how do we need to handle lighting of these colors??
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// how do we handle normals?
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// check for size=0 and don't output the primitive
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//
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varying in float voxelSize[1];
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const int VERTICES_PER_FACE = 4;
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const int COORD_PER_VERTEX = 3;
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const int COORD_PER_FACE = COORD_PER_VERTEX * VERTICES_PER_FACE;
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void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec4 color, vec4 normal) {
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for (int v = 0; v < VERTICES_PER_FACE; v++ ) {
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vec4 vertex = corner;
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for (int c = 0; c < COORD_PER_VERTEX; c++ ) {
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int cIndex = c + (v * COORD_PER_VERTEX);
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vertex[c] += (facePoints[cIndex] * scale);
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}
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gl_FrontColor = color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
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gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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EmitVertex();
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}
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EndPrimitive();
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}
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void main() {
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//increment variable
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int i;
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vec4 corner;
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float scale;
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float bottomFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1 );
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float topFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1 );
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float rightFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1 );
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float leftFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1 );
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float frontFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0 );
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float backFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1 );
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vec4 bottomNormal = vec4(0.0, -1, 0.0, 0.0);
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vec4 topNormal = vec4(0.0, 1, 0.0, 0.0);
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vec4 rightNormal = vec4( -1, 0.0, 0.0, 0.0);
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vec4 leftNormal = vec4( 1, 0.0, 0.0, 0.0);
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vec4 frontNormal = vec4(0.0, 0.0, -1, 0.0);
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vec4 backNormal = vec4(0.0, 0.0, 1, 0.0);
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for(i = 0; i < gl_VerticesIn; i++) {
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corner = gl_PositionIn[i];
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scale = voxelSize[i];
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faceOfVoxel(corner, scale, bottomFace, gl_FrontColorIn[i], bottomNormal);
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faceOfVoxel(corner, scale, topFace, gl_FrontColorIn[i], topNormal );
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faceOfVoxel(corner, scale, rightFace, gl_FrontColorIn[i], rightNormal );
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faceOfVoxel(corner, scale, leftFace, gl_FrontColorIn[i], leftNormal );
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faceOfVoxel(corner, scale, frontFace, gl_FrontColorIn[i], frontNormal );
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faceOfVoxel(corner, scale, backFace, gl_FrontColorIn[i], backNormal );
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}
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}
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