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#version 120
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attribute float voxelSizeIn;
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varying float voxelSize;
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uniform float viewportWidth;
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uniform float viewportHeight;
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uniform vec3 cameraPosition;
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// Bit codes for faces
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const int RIGHT = 1;
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const int LEFT = 2;
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const int BOTTOM = 4;
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const int TOP = 8;
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const int NEAR = 16;
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const int FAR = 32;
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// index locations for the coordinates of the two vertices
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const int X_ONE = 0;
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const int Y_ONE = 1;
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const int Z_ONE = 2;
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const int X_TWO = 3;
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const int Y_TWO = 4;
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const int Z_TWO = 5;
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const int MAX_POSSIBLE_COMBINATIONS = 43;
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const int COORD_PER_VERTEX = 3;
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const int TWO_DISTANT_VERTICES = 2;
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const int COORD_PER_LOOKUP = COORD_PER_VERTEX * TWO_DISTANT_VERTICES;
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const int TOTAL_LOOKUP_COORDS = MAX_POSSIBLE_COMBINATIONS * COORD_PER_LOOKUP;
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const int HALF_LOOKUP_COORDS = MAX_POSSIBLE_COMBINATIONS * COORD_PER_VERTEX;
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// If we know the position of the camera relative to the voxel, we can apriori know the vertices that make the visible hull
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// polygon. This also tells us which two vertices are known to make the longest possible distance between any pair of these
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// vertices for the projected polygon. This is a lookup table based on this knowledge.
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// try switching these to indexes, and then using a switch statement...
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const float coordLookup[TOTAL_LOOKUP_COORDS] = float[TOTAL_LOOKUP_COORDS]
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(
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0,0,0, 1,1,1, // 0 - inside - n/a
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0,0,0, 0,1,1, // 1 - right face, BOTTOM_RIGHT_NEAR to TOP_RIGHT_FAR
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1,0,0, 1,1,1, // 2 - left fact BOTTOM_LEFT_NEAR to TOP_LEFT_FAR
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0,0,0, 0,0,0, // n/a
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0,0,0, 1,0,1, // 4 - bottom face, BOTTOM_RIGHT_NEAR to BOTTOM_LEFT_FAR
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1,0,0, 0,1,1, // 5 - bottom, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
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0,0,0, 1,1,1, // 6 - bottom, left - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
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0,0,0, 0,0,0, // n/a
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0,1,0, 1,1,1, // 8 - top - TOP_RIGHT_NEAR to TOP_LEFT_FAR
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0,0,0, 1,1,1, // 9 - top, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
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1,0,0, 0,1,1, //10 - top, left - BOTTOM_LEFT_NEAR to TOP_RIGHT_FAR
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0,0,0, 0,0,0, // n/a
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0,0,0, 0,0,0, // n/a
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0,0,0, 0,0,0, // n/a
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0,0,0, 0,0,0, // n/a
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0,0,0, 0,0,0, // n/a
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0,0,0, 1,1,1 , // 16 - front TODO
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0,0,0, 1,1,1 , // 17 front, right - TODO
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0,0,0, 1,1,1 , // 18 - front, left- TODO
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0,0,0, 0,0,0 , // n/a
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0,0,0, 1,1,1 , // 20 - front,bottom - TODO
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0,0,0, 1,1,1 , // 21 - front,bottom,right - TODO
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0,0,0, 1,1,1 , // 22 - front,bottom,left - TODO
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0,0,0, 0,0,0 , // n/a
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0,0,0, 1,1,1 , // 24 - front, top -TODO
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0,0,0, 1,1,1 , // 25 - front, top, right - TODO
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0,0,0, 1,1,1 , // 26 - front, top, left - TODO
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0,0,0, 0,0,0 , // n/a
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0,0,0, 0,0,0 , // n/a
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0,0,0, 0,0,0 , // n/a
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0,0,0, 0,0,0 , // n/a
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0,0,0, 0,0,0 , // n/a
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0,0,0, 1,1,1 , // 32 - far - TODO
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0,0,0, 1,1,1 , // 33 - back, right - TODO
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0,0,0, 1,1,1 , // 34 - back, left - TODO
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0,0,0, 0,0,0 , // n/a
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0,0,0, 1,1,1 , // 36 - back, bottom - TODO
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0,0,0, 1,1,1 , // 37 - back, bottom, right -TODO
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0,0,0, 1,1,1 , // 38 - back, bottom, left - TODO
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0,0,0, 0,0,0 , // n/a
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0,0,0, 1,1,1 , // 40 - back, top - TODO
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0,0,0, 1,1,1 , // 41 - back, top, right - TODO
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0,0,0, 1,1,1 // 42- back, top, left - TODO
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);
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/**
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const int COLORS_PER_LOOKUP = 3;
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const int TOTAL_LOOKUP_COLORS = MAX_POSSIBLE_COMBINATIONS * COLORS_PER_LOOKUP;
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const float debugColorLookup[TOTAL_LOOKUP_COLORS] = float[TOTAL_LOOKUP_COLORS]
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(
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1,1,0, // n/a
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0,0,1, // 1 - right face, BOTTOM_RIGHT_NEAR to TOP_RIGHT_FAR
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0,0,1, // 2 - left fact BOTTOM_LEFT_NEAR to TOP_LEFT_FAR
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1,0,0, // n/a
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1,0,1, // 4 - bottom face, BOTTOM_RIGHT_NEAR to BOTTOM_LEFT_FAR
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1,0,1, // 5 - bottom, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
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1,0,1, // 6 - bottom, left - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
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1,0,0, // n/a
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0,1,1, // 8 - top - TOP_RIGHT_NEAR to TOP_LEFT_FAR
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0,1,1, // 9 - top, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
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0,1,1, //10 - top, left - BOTTOM_LEFT_NEAR to TOP_RIGHT_FAR
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1,0,0, // n/a
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1,0,0, // n/a
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1,0,0, // n/a
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1,0,0, // n/a
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1,0,0, // n/a
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0,0,1, //16 - front or near - TODO
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0,0,1, // 17 - front, right - TODO
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0,0,1, // 18 - front, left - TODO
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1,0,0 , // n/a
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1,0,1, // 20 - front,bottom - TODO
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1,0,1, // 21 - front,bottom,right - TODO
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1,0,1, // 22 - front,bottom,left - TODO
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1,0,0 , // n/a
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0,1,1, // 24 - front, top - TODO
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0,1,1, // 25 - front, top, right - TODO
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0,1,1, // 26 - front, top, left - TODO
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1,0,0 , // n/a
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1,0,0 , // n/a
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1,0,0 , // n/a
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1,0,0 , // n/a
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1,0,0 , // n/a
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0,0,1, // 32 - back - TODO
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0,0,1, // 33 - back, right - TODO
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0,0,1, // 34 - back, left - TODO
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1,0,0, // n/a
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1,0,1, // 36 - back, bottom - TODO
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1,0,1, // 37 - back, bottom, right - TODO
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1,0,1, // 38 - back, bottom, left - TODO
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1,0,0 , // n/a
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0,1,1, // 40 - back, top - TODO
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0,1,1, // 41 - back, top, right - TODO
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0,1,1 // 42 - back, top, left - TODO
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);
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**/
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void main(void) {
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vec4 debugColor = vec4(0,0,0,1);
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float voxelScreenWidth = 0;
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float voxelScreenHeight = 0;
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// Note: the gl_Vertex in this case are in "world coordinates" meaning they've already been scaled to TREE_SCALE
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// this is also true for voxelSizeIn.
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vec4 bottomNearRight = gl_Vertex;
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vec4 topFarLeft = (gl_Vertex + vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0));
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int lookUp = 0;
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int lookUpBase = 0;
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// In order to use our lookup table above, we need to encode the 6-bit code to classify camera relative to the 6 defining
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// planes of the voxel. Based on camera position relative to the bottomNearRight corner and the topFarLeft corner, we can
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// calculate which hull and therefore which two vertices are furthest apart liniarly once projected
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if (cameraPosition.x < bottomNearRight.x) {
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lookUp += RIGHT;
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}
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if (cameraPosition.x > topFarLeft.x) {
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lookUp += LEFT;
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}
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if (cameraPosition.y < bottomNearRight.y) {
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lookUp += BOTTOM;
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}
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if (cameraPosition.y > topFarLeft.y) {
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lookUp += TOP;
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}
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if (cameraPosition.z < bottomNearRight.z) {
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lookUp += NEAR;
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}
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if (cameraPosition.z > topFarLeft.z) {
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lookUp += FAR;
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}
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//if (cameraPositionZ > gl_Vertex.z) {
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// debugColor = vec4(0,1,0,1);
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//}
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const bool useLookup = false;
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if (true) {
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lookUpBase = lookUp * COORD_PER_LOOKUP;
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vec4 cornerAdjustOne = vec4(coordLookup[lookUpBase + 0],
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coordLookup[lookUpBase + 1],
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coordLookup[lookUpBase + 2], 0) * voxelSizeIn;
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float xTwo = coordLookup[lookUpBase + 3];
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float yTwo = coordLookup[lookUpBase + 4];
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float zTwo = coordLookup[lookUpBase + 5];
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vec4 cornerAdjustTwo = vec4(xTwo, yTwo, zTwo, 0) * voxelSizeIn;
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/**
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vec4 cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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vec4 cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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**/
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vec4 cornerOne = gl_Vertex + cornerAdjustOne;
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vec4 cornerTwo = gl_Vertex + cornerAdjustTwo;
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vec4 cornerOneMVP = gl_ModelViewProjectionMatrix * cornerOne;
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vec4 cornerTwoMVP = gl_ModelViewProjectionMatrix * cornerTwo;
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vec2 cornerOneScreen = vec2(cornerOneMVP.x / cornerOneMVP.w, cornerOneMVP.y / cornerOneMVP.w);
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if (cornerOneMVP.w < 0) {
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cornerOneScreen.x = -cornerOneScreen.x;
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cornerOneScreen.y = -cornerOneScreen.y;
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}
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vec2 cornerTwoScreen = vec2(cornerTwoMVP.x / cornerTwoMVP.w, cornerTwoMVP.y / cornerTwoMVP.w);
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if (cornerTwoMVP.w < 0) {
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cornerTwoScreen.x = -cornerTwoScreen.x;
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cornerTwoScreen.y = -cornerTwoScreen.y;
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}
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voxelScreenWidth = abs(cornerOneScreen.x - cornerTwoScreen.x) * viewportWidth / 2.0;
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voxelScreenHeight = abs(cornerOneScreen.y - cornerTwoScreen.y) * viewportHeight / 2.0;
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} //else
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if (false) {
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vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 farCornerVertex = gl_Vertex;
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farCornerVertex += vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0);
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vec4 farCorner = gl_ModelViewProjectionMatrix * farCornerVertex;
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// math! If the w result is negative then the point is behind the viewer
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vec2 cornerOnScreen = vec2(corner.x / corner.w, corner.y / corner.w);
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if (corner.w < 0) {
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cornerOnScreen.x = -cornerOnScreen.x;
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cornerOnScreen.y = -cornerOnScreen.y;
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}
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vec2 farCornerOnScreen = vec2(farCorner.x / farCorner.w, farCorner.y / farCorner.w);
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if (farCorner.w < 0) {
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farCornerOnScreen.x = -farCornerOnScreen.x;
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farCornerOnScreen.y = -farCornerOnScreen.y;
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}
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voxelScreenWidth = abs(farCornerOnScreen.x - cornerOnScreen.x) * viewportWidth / 2.0;
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voxelScreenHeight = abs(farCornerOnScreen.y - cornerOnScreen.y) * viewportHeight / 2.0;
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}
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float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
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vec4 centerVertex = gl_Vertex;
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float halfSizeIn = voxelSizeIn / 2;
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centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
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vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
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gl_Position = center;
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gl_PointSize = voxelScreenLength;
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//int debugColorBase = lookUp * COLORS_PER_LOOKUP;
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//debugColor = vec4(debugColorLookup[debugColorBase], debugColorLookup[debugColorBase + 1], debugColorLookup[debugColorBase + 2], 1);
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gl_FrontColor = debugColor; // gl_Color; // set the color..
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}
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