THe View rings are rendering corectly, let s ship it

This commit is contained in:
samcake 2018-03-12 11:59:03 -07:00
parent 9e7260839c
commit 69fe1ace0b

View file

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