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THe View rings are rendering corectly, let s ship it
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9e7260839c
commit
69fe1ace0b
1 changed files with 4 additions and 48 deletions
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@ -54,11 +54,6 @@ WorkloadView getWorkloadView(int i) {
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out vec4 varColor;
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out vec3 varTexcoord;
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/*const int NUM_VERTICES_PER_VIEW = 27;
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const int NUM_REGIONS_PER_VIEW = 3;
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const int NUM_VERTICES_PER_VIEW_REGION = NUM_VERTICES_PER_VIEW / NUM_REGIONS_PER_VIEW;
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*/
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const int NUM_VERTICES_PER_SEGMENT = 2;
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const int NUM_SEGMENT_PER_VIEW_REGION = 65;
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const int NUM_VERTICES_PER_VIEW_REGION = NUM_SEGMENT_PER_VIEW_REGION * NUM_VERTICES_PER_SEGMENT;
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@ -71,34 +66,6 @@ layout(std140) uniform drawMeshBuffer {
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};
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void main(void) {
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/* const vec4 UNIT_SPRITE[NUM_VERTICES_PER_VIEW_REGION] = vec4[NUM_VERTICES_PER_VIEW_REGION](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(3.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 3.0, 0.0, 1.0),
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vec4(-1.0, 0.0, -1.0, 1.0),
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vec4(3.0, 0.0, -1.0, 1.0),
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vec4(-1.0, 0.0, 3.0, 1.0),
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vec4(0.0, -1.0, -1.0, 1.0),
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vec4(0.0, 3.0, -1.0, 1.0),
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vec4(0.0, -1.0, 3.0, 1.0)
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);
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const int UNIT_SPRITE_INDICES[NUM_VERTICES_PER_VIEW_REGION] = int[NUM_VERTICES_PER_VIEW_REGION](
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0, 1, 2, 3, 4, 5, 6, 7, 8
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);
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int viewID = gl_VertexID / NUM_VERTICES_PER_VIEW;
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int viewVertexID = gl_VertexID - viewID * NUM_VERTICES_PER_VIEW;
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int regionID = viewVertexID / NUM_VERTICES_PER_VIEW_REGION;
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int regionVertexID = viewVertexID - regionID * NUM_VERTICES_PER_VIEW_REGION;
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int vertexID = regionVertexID;
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vec4 spriteVert = UNIT_SPRITE[UNIT_SPRITE_INDICES[vertexID]];
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*/
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int viewID = gl_VertexID / NUM_VERTICES_PER_VIEW;
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int viewVertexID = gl_VertexID - viewID * NUM_VERTICES_PER_VIEW;
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@ -121,25 +88,17 @@ void main(void) {
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float regionRadius = region.w;
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// Define the sprite space
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// vec3 dirZ = vec3(0.0, 0.0, 1.0);
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// vec3 dirX = vec3(1.0, 0.0, 0.0);
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// vec3 dirY = vec3(0.0, 1.0, 0.0);
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vec3 dirZ = -normalize(view.direction_far.xyz);
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vec3 dirY = vec3(0.0, 1.0, 0.0);
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vec3 dirX = normalize(cross(dirY, dirZ));
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dirY = normalize(cross(dirZ, dirX));
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spriteVert.xyz *= regionRadius;
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// spriteVert.xyz += (0.05 * (regionID + 1)) * lateralDir;
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vec3 originSpaceVert = (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
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vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z);
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vec4 pos = vec4(proxyPosWorld.xyz + originSpaceVert, 1.0);
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vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z);
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// standard transform, bring pos in view space
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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@ -149,15 +108,12 @@ void main(void) {
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<$transformModelToEyeDir(cam, obj, originSpaceTan, tanEye)$>
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lateralDir = normalize(cross(vec3(0.0, 0.0, 1.0), normalize(tanEye)));
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posEye.xyz += (0.05 * (regionID + 1)) * lateralDir;
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posEye.xyz += (0.05 * (regionID + 1)) * (-1.0 + 2.0 * float(segmentVertexID)) * lateralDir;
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<$transformEyeToClipPos(cam, posEye, gl_Position)$>
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varTexcoord = spriteVert.xyz;
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// Convert region to color
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varColor = vec4(colorWheel(float(regionID) / 4.0), -1.0);
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}
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