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removed some dead code
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2 changed files with 0 additions and 128 deletions
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#version 420
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layout(triangles) in;
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layout (triangle_strip, max_vertices=6) out;
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layout (std140) uniform Matrices {
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mat4 projModelViewMatrix;
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mat3 normalMatrix;
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};
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in VertexData {
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vec2 texCoord;
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vec3 normal;
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} VertexIn[];
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out VertexData {
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vec2 texCoord;
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vec3 normal;
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} VertexOut;
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void main()
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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// copy attributes
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gl_Position = projModelViewMatrix * gl_in[i].gl_Position;
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VertexOut.normal = normalize(normalMatrix * VertexIn[i].normal);
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VertexOut.texCoord = VertexIn[i].texCoord;
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// done with the vertex
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EmitVertex();
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}
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EndPrimitive();
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for(int i = 0; i < gl_in.length(); i++)
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{
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// copy attributes and displace copy
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gl_Position = projModelViewMatrix * (gl_in[i].gl_Position + vec4(20.0, 0.0, 0.0, 0.0));
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VertexOut.normal = normalize(normalMatrix * VertexIn[i].normal);
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VertexOut.texCoord = VertexIn[i].texCoord;
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// done with the vertex
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EmitVertex();
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}
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EndPrimitive();
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}
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#version 120
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#extension GL_ARB_geometry_shader4 : enable
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// use GL_POINTS
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// have point be the corner of voxel
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// have a second dataset (? similar to how voxel avatars pass in bones??)
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// which is the voxel size?
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//
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// In vertex shader DON'T transform.. therefor passing the world coordinate xyz to geometric shader
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// In geometric shader calculate xyz for triangles the same way we currently do triangles outside of OpenGL
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// do transform on these triangles
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// gl_Position = gl_ModelViewProjectionMatrix * cube_coord;
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//
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// output GL_TRIANGLE_STRIP
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//
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// NOTE: updateNodeInArrays() does the covert from voxel corner to 12 triangles or 36 points or 36*3 floats
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// but since it operates on the array of floats, it is kinda weird and hard to follow. The %3 is for the
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// xyz.. and identityVertices[j] term in the math is actually a string of floats but they should be thought
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// of as triplets of x,y,z
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//
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// do we need to add the light to these colors??
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//
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//GEOMETRY SHADER
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///////////////////////
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void main()
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{
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//increment variable
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int i;
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vec4 vertex;
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vec4 color,red,green,blue;
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green = vec4(0,1.0,0,1.0);
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red = vec4(1.0,0,0,1.0);
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blue = vec4(0,0,1.0,1.0);
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/////////////////////////////////////////////////////////////
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//This example has two parts
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// step a) draw the primitive pushed down the pipeline
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// there are gl_VerticesIn # of vertices
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// put the vertex value into gl_Position
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// use EmitVertex => 'create' a new vertex
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// use EndPrimitive to signal that you are done creating a primitive!
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// step b) create a new piece of geometry
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// I just do the same loop, but I negate the vertex.z
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// result => the primitive is now mirrored.
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//Pass-thru!
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for(i = 0; i < gl_VerticesIn; i++) {
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color = gl_FrontColorIn[i];
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gl_FrontColor = color; //
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gl_Position = gl_ModelViewProjectionMatrix * gl_PositionIn[i];
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EmitVertex();
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}
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EndPrimitive();
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for(i = 0; i < gl_VerticesIn; i++) {
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gl_FrontColor = red; //
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vertex = gl_PositionIn[i];
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vertex.y += 0.05f;
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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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for(i = 0; i < gl_VerticesIn; i++) {
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gl_FrontColor = green; //
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vertex = gl_PositionIn[i];
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vertex.x += 0.05f;
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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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for(i = 0; i < gl_VerticesIn; i++) {
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gl_FrontColor = blue; //
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vertex = gl_PositionIn[i];
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vertex.z += 0.05f;
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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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