Improve ellipses

This commit is contained in:
2021-03-10 03:59:38 +01:00
parent cddf7d1f8f
commit cc86a701db
7 changed files with 39 additions and 60 deletions
+15 -26
View File
@@ -1,44 +1,33 @@
#version 430 core
layout (lines) in;
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vCol[];
in float vRad[];
out vec4 gColor;
out float gRad;
out vec2 gFocusA;
out vec2 gFocusB;
out vec2 gBoundingBox;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 focusA = gl_in[0].gl_Position.xyz;
vec3 focusB = gl_in[1].gl_Position.xyz;
vec3 pa = gl_in[0].gl_Position.xyz;
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
gColor = vCol[0];
gRad = vRad[0] * zoom * 2 ;
gFocusA = vec2 ( (focusA.x + 1) * 0.5 * winSize.x , (focusA.y + 1) * 0.5 * winSize.y);
// focusA = vec3 ( 0 , 0, focusA.z);
gFocusB = vec2 ( (focusB.x + 1) * 0.5 * winSize.x , (focusB.y + 1) * 0.5 * winSize.y);
float am = 0.5;
gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x + am, focusA.y + am, -1 , 1);
// gl_Position = vec4 (focusA , 1);
gBoundingBox = vec2 (-1,1);
gl_Position = vec4 (pb, 1);
//gl_Position = vec4 (0.5,0,0, 1);
EmitVertex();
gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x - am, focusA.y + am, -1 , 1);
// gl_Position = vec4 (0 ,0.5 ,-1 , 1);
// gl_Position = vec4 (0 + gRad ,0 ,-1 , 1);
gBoundingBox = vec2 (1,1);
gl_Position = vec4 (pa, 1);
EmitVertex();
gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x + am, focusA.y - am, -1 , 1);
// gl_Position = vec4 (0.5 ,0.5 ,-1 , 1);
gBoundingBox = vec2 (-1,-1);
gl_Position = vec4 (pc, 1);
// gl_Position = vec4 (0.5,0.5,0, 1);
EmitVertex();
gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
// gl_Position = vec4 (focusA.x - am, focusA.y - am, -1 , 1);
// gl_Position = vec4 (0.5 ,0 ,-1 , 1);
gBoundingBox = vec2 (1,-1);
gl_Position = vec4 (pa + pc - pb, 1);
EmitVertex();
EndPrimitive();