added comment about fixing point selection

This commit is contained in:
ZappoMan 2013-11-01 15:27:25 -07:00
parent 13b558c033
commit cab87c3a97

View file

@ -10,14 +10,33 @@ void main(void) {
vec4 cornerOriginal = gl_Vertex;
vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
// I'm currently using the distance between the near bottom left corner and the far top right corner. That's not
// idea for all possible angles of viewing of the voxel. I really should be using a lookup table to determine which
// corners to be using. The effect with this 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.
vec4 farCornerVertex = gl_Vertex;
farCornerVertex[0] += voxelSizeIn;
farCornerVertex[1] += voxelSizeIn;
farCornerVertex[2] += voxelSizeIn;
vec4 farCorner = gl_ModelViewProjectionMatrix * farCornerVertex;
// 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;
}
float voxelScreenWidth = abs((farCorner.x / farCorner.w) - (corner.x / corner.w)) * viewportWidth / 2.0;
float voxelScreenHeight = abs((farCorner.y / farCorner.w) - (corner.y / corner.w)) * viewportHeight / 2.0;
vec2 farCornerOnScreen = vec2(farCorner.x / farCorner.w, farCorner.y / farCorner.w);
if (farCorner.w < 0) {
farCornerOnScreen.x = -farCornerOnScreen.x;
farCornerOnScreen.y = -farCornerOnScreen.y;
}
float voxelScreenWidth = abs(farCornerOnScreen.x - cornerOnScreen.x) * viewportWidth / 2.0;
float voxelScreenHeight = abs(farCornerOnScreen.y - cornerOnScreen.y) * viewportHeight / 2.0;
float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
vec4 centerVertex = gl_Vertex;