Add hard edge to non-visible areas
This commit is contained in:
@@ -3,14 +3,14 @@ layout (lines_adjacency) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
uniform vec3 lightPos;
|
||||
vec4 shift (vec4 p) { return (vec4 (p.xyz + (2000*(p.xyz-lightPos)), 1));}
|
||||
vec4 shift (vec4 p) { return (vec4 (p.xyz + (1000*(p.xyz-lightPos)), 1));}
|
||||
vec4 f (vec4 p) {return (theMat * p);}
|
||||
void main()
|
||||
{
|
||||
vec4 p0 = gl_in[0].gl_Position;
|
||||
vec3 n0 = gl_in[2].gl_Position.xyz;
|
||||
vec3 n1 = gl_in[3].gl_Position.xyz;
|
||||
vec3 n2 = n0 + n1; // assumes the summands are normalized
|
||||
//vec3 n2 = n0 + n1; // assumes the summands are normalized
|
||||
vec3 lightDir = p0.xyz - lightPos.xyz;
|
||||
// first test if the edge is part of the silhouette
|
||||
// that is, if the normals of the faces connected by the edge point in
|
||||
|
||||
@@ -2,5 +2,5 @@
|
||||
out vec4 fColor;
|
||||
void main()
|
||||
{
|
||||
fColor = vec4 (0.9,0.5,0,0);
|
||||
fColor = vec4 (0.9,0.5,0,1);
|
||||
}
|
||||
|
||||
@@ -34,18 +34,36 @@ vec4 a6 = theMat * p6;
|
||||
vec4 a7 = theMat * p7;
|
||||
vec4 a8 = theMat * p8;
|
||||
|
||||
gl_Position = a4; EmitVertex();
|
||||
gl_Position = a3; EmitVertex();
|
||||
gl_Position = a7; EmitVertex();
|
||||
gl_Position = a8; EmitVertex();
|
||||
//gl_Position = a4; EmitVertex();
|
||||
//gl_Position = a3; EmitVertex();
|
||||
//gl_Position = a7; EmitVertex();
|
||||
//gl_Position = a8; EmitVertex();
|
||||
//gl_Position = a5; EmitVertex();
|
||||
//gl_Position = a3; EmitVertex();
|
||||
//gl_Position = a1; EmitVertex();
|
||||
//gl_Position = a4; EmitVertex();
|
||||
//gl_Position = a2; EmitVertex();
|
||||
//gl_Position = a7; EmitVertex();
|
||||
//gl_Position = a6; EmitVertex();
|
||||
|
||||
gl_Position = a1; EmitVertex();
|
||||
gl_Position = a5; EmitVertex();
|
||||
gl_Position = a3; EmitVertex();
|
||||
gl_Position = a1; EmitVertex();
|
||||
gl_Position = a8; EmitVertex();
|
||||
gl_Position = a4; EmitVertex();
|
||||
gl_Position = a2; EmitVertex();
|
||||
gl_Position = a7; EmitVertex();
|
||||
gl_Position = a2; EmitVertex();
|
||||
gl_Position = a6; EmitVertex();
|
||||
|
||||
//gl_Position = a5; EmitVertex();
|
||||
//gl_Position = a1; EmitVertex();
|
||||
//gl_Position = a8; EmitVertex();
|
||||
//gl_Position = a3; EmitVertex();
|
||||
//gl_Position = a7; EmitVertex();
|
||||
//gl_Position = a4; EmitVertex();
|
||||
//gl_Position = a6; EmitVertex();
|
||||
//gl_Position = a2; EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
} else {}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,8 @@ float isLHS (vec2 startV, vec2 testV)
|
||||
return sign( -startV.x * testV.y + startV.y * testV.x);
|
||||
}
|
||||
vec4 shiftCloser (vec4 v)
|
||||
{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
|
||||
{ return vec4 (v.xy , v.z , v.w) ; }
|
||||
//{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
|
||||
void main()
|
||||
{
|
||||
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
|
||||
|
||||
Reference in New Issue
Block a user