mirror of
https://github.com/overte-org/overte.git
synced 2025-06-21 19:00:48 +02:00
removed some dead code
This commit is contained in:
parent
5695429a78
commit
864c00c6e0
2 changed files with 0 additions and 128 deletions
|
@ -1,46 +0,0 @@
|
||||||
#version 420
|
|
||||||
|
|
||||||
layout(triangles) in;
|
|
||||||
layout (triangle_strip, max_vertices=6) out;
|
|
||||||
|
|
||||||
layout (std140) uniform Matrices {
|
|
||||||
mat4 projModelViewMatrix;
|
|
||||||
mat3 normalMatrix;
|
|
||||||
};
|
|
||||||
|
|
||||||
in VertexData {
|
|
||||||
vec2 texCoord;
|
|
||||||
vec3 normal;
|
|
||||||
} VertexIn[];
|
|
||||||
|
|
||||||
out VertexData {
|
|
||||||
vec2 texCoord;
|
|
||||||
vec3 normal;
|
|
||||||
} VertexOut;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
for(int i = 0; i < gl_in.length(); i++)
|
|
||||||
{
|
|
||||||
// copy attributes
|
|
||||||
gl_Position = projModelViewMatrix * gl_in[i].gl_Position;
|
|
||||||
VertexOut.normal = normalize(normalMatrix * VertexIn[i].normal);
|
|
||||||
VertexOut.texCoord = VertexIn[i].texCoord;
|
|
||||||
|
|
||||||
// done with the vertex
|
|
||||||
EmitVertex();
|
|
||||||
}
|
|
||||||
EndPrimitive();
|
|
||||||
|
|
||||||
for(int i = 0; i < gl_in.length(); i++)
|
|
||||||
{
|
|
||||||
// copy attributes and displace copy
|
|
||||||
gl_Position = projModelViewMatrix * (gl_in[i].gl_Position + vec4(20.0, 0.0, 0.0, 0.0));
|
|
||||||
VertexOut.normal = normalize(normalMatrix * VertexIn[i].normal);
|
|
||||||
VertexOut.texCoord = VertexIn[i].texCoord;
|
|
||||||
|
|
||||||
// done with the vertex
|
|
||||||
EmitVertex();
|
|
||||||
}
|
|
||||||
EndPrimitive();
|
|
||||||
}
|
|
|
@ -1,82 +0,0 @@
|
||||||
#version 120
|
|
||||||
#extension GL_ARB_geometry_shader4 : enable
|
|
||||||
|
|
||||||
// use GL_POINTS
|
|
||||||
// have point be the corner of voxel
|
|
||||||
// have a second dataset (? similar to how voxel avatars pass in bones??)
|
|
||||||
// which is the voxel size?
|
|
||||||
//
|
|
||||||
// In vertex shader DON'T transform.. therefor passing the world coordinate xyz to geometric shader
|
|
||||||
// In geometric shader calculate xyz for triangles the same way we currently do triangles outside of OpenGL
|
|
||||||
// do transform on these triangles
|
|
||||||
// gl_Position = gl_ModelViewProjectionMatrix * cube_coord;
|
|
||||||
//
|
|
||||||
// output GL_TRIANGLE_STRIP
|
|
||||||
//
|
|
||||||
// NOTE: updateNodeInArrays() does the covert from voxel corner to 12 triangles or 36 points or 36*3 floats
|
|
||||||
// but since it operates on the array of floats, it is kinda weird and hard to follow. The %3 is for the
|
|
||||||
// xyz.. and identityVertices[j] term in the math is actually a string of floats but they should be thought
|
|
||||||
// of as triplets of x,y,z
|
|
||||||
//
|
|
||||||
// do we need to add the light to these colors??
|
|
||||||
//
|
|
||||||
|
|
||||||
//GEOMETRY SHADER
|
|
||||||
///////////////////////
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
//increment variable
|
|
||||||
int i;
|
|
||||||
vec4 vertex;
|
|
||||||
vec4 color,red,green,blue;
|
|
||||||
|
|
||||||
green = vec4(0,1.0,0,1.0);
|
|
||||||
red = vec4(1.0,0,0,1.0);
|
|
||||||
blue = vec4(0,0,1.0,1.0);
|
|
||||||
|
|
||||||
/////////////////////////////////////////////////////////////
|
|
||||||
//This example has two parts
|
|
||||||
// step a) draw the primitive pushed down the pipeline
|
|
||||||
// there are gl_VerticesIn # of vertices
|
|
||||||
// put the vertex value into gl_Position
|
|
||||||
// use EmitVertex => 'create' a new vertex
|
|
||||||
// use EndPrimitive to signal that you are done creating a primitive!
|
|
||||||
// step b) create a new piece of geometry
|
|
||||||
// I just do the same loop, but I negate the vertex.z
|
|
||||||
// result => the primitive is now mirrored.
|
|
||||||
//Pass-thru!
|
|
||||||
for(i = 0; i < gl_VerticesIn; i++) {
|
|
||||||
color = gl_FrontColorIn[i];
|
|
||||||
gl_FrontColor = color; //
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * gl_PositionIn[i];
|
|
||||||
EmitVertex();
|
|
||||||
}
|
|
||||||
EndPrimitive();
|
|
||||||
|
|
||||||
for(i = 0; i < gl_VerticesIn; i++) {
|
|
||||||
gl_FrontColor = red; //
|
|
||||||
vertex = gl_PositionIn[i];
|
|
||||||
vertex.y += 0.05f;
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
|
||||||
EmitVertex();
|
|
||||||
}
|
|
||||||
EndPrimitive();
|
|
||||||
|
|
||||||
for(i = 0; i < gl_VerticesIn; i++) {
|
|
||||||
gl_FrontColor = green; //
|
|
||||||
vertex = gl_PositionIn[i];
|
|
||||||
vertex.x += 0.05f;
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
|
||||||
EmitVertex();
|
|
||||||
}
|
|
||||||
EndPrimitive();
|
|
||||||
|
|
||||||
for(i = 0; i < gl_VerticesIn; i++) {
|
|
||||||
gl_FrontColor = blue; //
|
|
||||||
vertex = gl_PositionIn[i];
|
|
||||||
vertex.z += 0.05f;
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
|
||||||
EmitVertex();
|
|
||||||
}
|
|
||||||
EndPrimitive();
|
|
||||||
}
|
|
Loading…
Reference in a new issue