removed accidentally added file

This commit is contained in:
ZappoMan 2013-11-27 15:48:53 -08:00
parent 0e501f4439
commit ce90cd5382

View file

@ -1,257 +0,0 @@
#version 120
attribute float voxelSizeIn;
varying float voxelSize;
uniform float viewportWidth;
uniform float viewportHeight;
uniform vec3 cameraPosition;
// Bit codes for faces
const int RIGHT = 1;
const int LEFT = 2;
const int BOTTOM = 4;
const int TOP = 8;
const int NEAR = 16;
const int FAR = 32;
// index locations for the coordinates of the two vertices
const int X_ONE = 0;
const int Y_ONE = 1;
const int Z_ONE = 2;
const int X_TWO = 3;
const int Y_TWO = 4;
const int Z_TWO = 5;
const int MAX_POSSIBLE_COMBINATIONS = 43;
const int COORD_PER_VERTEX = 3;
const int TWO_DISTANT_VERTICES = 2;
const int COORD_PER_LOOKUP = COORD_PER_VERTEX * TWO_DISTANT_VERTICES;
const int TOTAL_LOOKUP_COORDS = MAX_POSSIBLE_COMBINATIONS * COORD_PER_LOOKUP;
const int HALF_LOOKUP_COORDS = MAX_POSSIBLE_COMBINATIONS * COORD_PER_VERTEX;
// If we know the position of the camera relative to the voxel, we can apriori know the vertices that make the visible hull
// polygon. This also tells us which two vertices are known to make the longest possible distance between any pair of these
// vertices for the projected polygon. This is a lookup table based on this knowledge.
// try switching these to indexes, and then using a switch statement...
const float coordLookup[TOTAL_LOOKUP_COORDS] = float[TOTAL_LOOKUP_COORDS]
(
0,0,0, 1,1,1, // 0 - inside - n/a
0,0,0, 0,1,1, // 1 - right face, BOTTOM_RIGHT_NEAR to TOP_RIGHT_FAR
1,0,0, 1,1,1, // 2 - left fact BOTTOM_LEFT_NEAR to TOP_LEFT_FAR
0,0,0, 0,0,0, // n/a
0,0,0, 1,0,1, // 4 - bottom face, BOTTOM_RIGHT_NEAR to BOTTOM_LEFT_FAR
1,0,0, 0,1,1, // 5 - bottom, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
0,0,0, 1,1,1, // 6 - bottom, left - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
0,0,0, 0,0,0, // n/a
0,1,0, 1,1,1, // 8 - top - TOP_RIGHT_NEAR to TOP_LEFT_FAR
0,0,0, 1,1,1, // 9 - top, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
1,0,0, 0,1,1, //10 - top, left - BOTTOM_LEFT_NEAR to TOP_RIGHT_FAR
0,0,0, 0,0,0, // n/a
0,0,0, 0,0,0, // n/a
0,0,0, 0,0,0, // n/a
0,0,0, 0,0,0, // n/a
0,0,0, 0,0,0, // n/a
0,0,0, 1,1,1 , // 16 - front TODO
0,0,0, 1,1,1 , // 17 front, right - TODO
0,0,0, 1,1,1 , // 18 - front, left- TODO
0,0,0, 0,0,0 , // n/a
0,0,0, 1,1,1 , // 20 - front,bottom - TODO
0,0,0, 1,1,1 , // 21 - front,bottom,right - TODO
0,0,0, 1,1,1 , // 22 - front,bottom,left - TODO
0,0,0, 0,0,0 , // n/a
0,0,0, 1,1,1 , // 24 - front, top -TODO
0,0,0, 1,1,1 , // 25 - front, top, right - TODO
0,0,0, 1,1,1 , // 26 - front, top, left - TODO
0,0,0, 0,0,0 , // n/a
0,0,0, 0,0,0 , // n/a
0,0,0, 0,0,0 , // n/a
0,0,0, 0,0,0 , // n/a
0,0,0, 0,0,0 , // n/a
0,0,0, 1,1,1 , // 32 - far - TODO
0,0,0, 1,1,1 , // 33 - back, right - TODO
0,0,0, 1,1,1 , // 34 - back, left - TODO
0,0,0, 0,0,0 , // n/a
0,0,0, 1,1,1 , // 36 - back, bottom - TODO
0,0,0, 1,1,1 , // 37 - back, bottom, right -TODO
0,0,0, 1,1,1 , // 38 - back, bottom, left - TODO
0,0,0, 0,0,0 , // n/a
0,0,0, 1,1,1 , // 40 - back, top - TODO
0,0,0, 1,1,1 , // 41 - back, top, right - TODO
0,0,0, 1,1,1 // 42- back, top, left - TODO
);
/**
const int COLORS_PER_LOOKUP = 3;
const int TOTAL_LOOKUP_COLORS = MAX_POSSIBLE_COMBINATIONS * COLORS_PER_LOOKUP;
const float debugColorLookup[TOTAL_LOOKUP_COLORS] = float[TOTAL_LOOKUP_COLORS]
(
1,1,0, // n/a
0,0,1, // 1 - right face, BOTTOM_RIGHT_NEAR to TOP_RIGHT_FAR
0,0,1, // 2 - left fact BOTTOM_LEFT_NEAR to TOP_LEFT_FAR
1,0,0, // n/a
1,0,1, // 4 - bottom face, BOTTOM_RIGHT_NEAR to BOTTOM_LEFT_FAR
1,0,1, // 5 - bottom, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
1,0,1, // 6 - bottom, left - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
1,0,0, // n/a
0,1,1, // 8 - top - TOP_RIGHT_NEAR to TOP_LEFT_FAR
0,1,1, // 9 - top, right - BOTTOM_RIGHT_NEAR to TOP_LEFT_FAR
0,1,1, //10 - top, left - BOTTOM_LEFT_NEAR to TOP_RIGHT_FAR
1,0,0, // n/a
1,0,0, // n/a
1,0,0, // n/a
1,0,0, // n/a
1,0,0, // n/a
0,0,1, //16 - front or near - TODO
0,0,1, // 17 - front, right - TODO
0,0,1, // 18 - front, left - TODO
1,0,0 , // n/a
1,0,1, // 20 - front,bottom - TODO
1,0,1, // 21 - front,bottom,right - TODO
1,0,1, // 22 - front,bottom,left - TODO
1,0,0 , // n/a
0,1,1, // 24 - front, top - TODO
0,1,1, // 25 - front, top, right - TODO
0,1,1, // 26 - front, top, left - TODO
1,0,0 , // n/a
1,0,0 , // n/a
1,0,0 , // n/a
1,0,0 , // n/a
1,0,0 , // n/a
0,0,1, // 32 - back - TODO
0,0,1, // 33 - back, right - TODO
0,0,1, // 34 - back, left - TODO
1,0,0, // n/a
1,0,1, // 36 - back, bottom - TODO
1,0,1, // 37 - back, bottom, right - TODO
1,0,1, // 38 - back, bottom, left - TODO
1,0,0 , // n/a
0,1,1, // 40 - back, top - TODO
0,1,1, // 41 - back, top, right - TODO
0,1,1 // 42 - back, top, left - TODO
);
**/
void main(void) {
vec4 debugColor = vec4(0,0,0,1);
float voxelScreenWidth = 0;
float voxelScreenHeight = 0;
// Note: the gl_Vertex in this case are in "world coordinates" meaning they've already been scaled to TREE_SCALE
// this is also true for voxelSizeIn.
vec4 bottomNearRight = gl_Vertex;
vec4 topFarLeft = (gl_Vertex + vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0));
int lookUp = 0;
int lookUpBase = 0;
// In order to use our lookup table above, we need to encode the 6-bit code to classify camera relative to the 6 defining
// planes of the voxel. Based on camera position relative to the bottomNearRight corner and the topFarLeft corner, we can
// calculate which hull and therefore which two vertices are furthest apart liniarly once projected
if (cameraPosition.x < bottomNearRight.x) {
lookUp += RIGHT;
}
if (cameraPosition.x > topFarLeft.x) {
lookUp += LEFT;
}
if (cameraPosition.y < bottomNearRight.y) {
lookUp += BOTTOM;
}
if (cameraPosition.y > topFarLeft.y) {
lookUp += TOP;
}
if (cameraPosition.z < bottomNearRight.z) {
lookUp += NEAR;
}
if (cameraPosition.z > topFarLeft.z) {
lookUp += FAR;
}
//if (cameraPositionZ > gl_Vertex.z) {
// debugColor = vec4(0,1,0,1);
//}
const bool useLookup = false;
if (true) {
lookUpBase = lookUp * COORD_PER_LOOKUP;
vec4 cornerAdjustOne = vec4(coordLookup[lookUpBase + 0],
coordLookup[lookUpBase + 1],
coordLookup[lookUpBase + 2], 0) * voxelSizeIn;
float xTwo = coordLookup[lookUpBase + 3];
float yTwo = coordLookup[lookUpBase + 4];
float zTwo = coordLookup[lookUpBase + 5];
vec4 cornerAdjustTwo = vec4(xTwo, yTwo, zTwo, 0) * voxelSizeIn;
/**
vec4 cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
vec4 cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
**/
vec4 cornerOne = gl_Vertex + cornerAdjustOne;
vec4 cornerTwo = gl_Vertex + cornerAdjustTwo;
vec4 cornerOneMVP = gl_ModelViewProjectionMatrix * cornerOne;
vec4 cornerTwoMVP = gl_ModelViewProjectionMatrix * cornerTwo;
vec2 cornerOneScreen = vec2(cornerOneMVP.x / cornerOneMVP.w, cornerOneMVP.y / cornerOneMVP.w);
if (cornerOneMVP.w < 0) {
cornerOneScreen.x = -cornerOneScreen.x;
cornerOneScreen.y = -cornerOneScreen.y;
}
vec2 cornerTwoScreen = vec2(cornerTwoMVP.x / cornerTwoMVP.w, cornerTwoMVP.y / cornerTwoMVP.w);
if (cornerTwoMVP.w < 0) {
cornerTwoScreen.x = -cornerTwoScreen.x;
cornerTwoScreen.y = -cornerTwoScreen.y;
}
voxelScreenWidth = abs(cornerOneScreen.x - cornerTwoScreen.x) * viewportWidth / 2.0;
voxelScreenHeight = abs(cornerOneScreen.y - cornerTwoScreen.y) * viewportHeight / 2.0;
} //else
if (false) {
vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 farCornerVertex = gl_Vertex;
farCornerVertex += vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0);
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;
}
vec2 farCornerOnScreen = vec2(farCorner.x / farCorner.w, farCorner.y / farCorner.w);
if (farCorner.w < 0) {
farCornerOnScreen.x = -farCornerOnScreen.x;
farCornerOnScreen.y = -farCornerOnScreen.y;
}
voxelScreenWidth = abs(farCornerOnScreen.x - cornerOnScreen.x) * viewportWidth / 2.0;
voxelScreenHeight = abs(farCornerOnScreen.y - cornerOnScreen.y) * viewportHeight / 2.0;
}
float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
vec4 centerVertex = gl_Vertex;
float halfSizeIn = voxelSizeIn / 2;
centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
gl_Position = center;
gl_PointSize = voxelScreenLength;
//int debugColorBase = lookUp * COLORS_PER_LOOKUP;
//debugColor = vec4(debugColorLookup[debugColorBase], debugColorLookup[debugColorBase + 1], debugColorLookup[debugColorBase + 2], 1);
gl_FrontColor = debugColor; // gl_Color; // set the color..
}