Refactor arc shader so it uses only matrix uniform

This commit is contained in:
jgk
2021-06-10 11:52:39 +02:00
parent 822db37a58
commit e016d3aa9e
4 changed files with 39 additions and 38 deletions
+21 -21
View File
@@ -1,34 +1,34 @@
#version 430 core
in vec4 gColor;
in vec2 cenPosT;
in float gRadIn;
in float gRadOut;
in vec2 angles;
in vec2 dist;
out vec4 fColor;
out float gl_FragDepth;
uniform float rotation;
//uniform float rotation;
void main()
{
vec2 pos = gl_FragCoord.xy;
float d = distance(pos,cenPosT);
float dTest = max ( step(gRadOut/2,d)
, 1 - step(gRadIn/2,d)
);
vec2 posDiff = pos - cenPosT;
float sa = angles.x - rotation;
// vec2 pos = gl_FragCoord.xy;
// float d = distance(pos,cenPosT);
// float dTest = max ( step(gRadOut/2,d)
// , 1 - step(gRadIn/2,d)
// );
//
// vec2 posDiff = pos - cenPosT;
float sa = angles.x;
vec2 sv = vec2 (-sin(sa), cos(sa));
float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
float ea = angles.y - rotation;
// float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
float ea = angles.y;
vec2 ev = vec2 (-sin(ea), cos(ea));
float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
: min (saTest,eaTest);
float onArcTest = max(dTest,aTest);
gl_FragDepth = max(gl_FragCoord.z , onArcTest);
// float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
// float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
// : min (saTest,eaTest);
//
// float onArcTest = max(dTest,aTest);
//
// gl_FragDepth = max(gl_FragCoord.z , onArcTest);
float d = (dist.x * dist.x) + (dist.y * dist.y);
if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;}
fColor = gColor;
}
+15 -15
View File
@@ -5,32 +5,32 @@ in vec4 vColor [];
in vec4 vparams [];
out vec4 gColor;
out float gRadIn;
out float gRadOut;
out vec2 cenPosT;
out vec2 angles;
out vec2 dist;
uniform vec2 winSize;
uniform float zoom;
uniform mat4 worldMat;
void main()
{
angles = vparams[0].xy;
vec3 cenPos = gl_in[0].gl_Position.xyz;
vec4 cenPos = gl_in[0].gl_Position;
gColor = vColor[0];
float width = vparams[0].w * 0.5;
float rad = vparams[0].z;
gRadOut = (rad + width) * zoom * 2;
gRadIn = (rad - width) * zoom * 2;
float width = vparams[0].w ;
float rad = vparams[0].z + width;
gRadIn = 1 - width * 2 / rad;
// I am not currently sure why the multiplicand is 4 and not 2
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y + rad, cenPos.z , 1);
dist = vec2 (1,1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y + rad, cenPos.z , 1);
dist = vec2 (-1,1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y - rad, cenPos.z , 1);
dist = vec2 (1,-1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y - rad, cenPos.z , 1);
dist = vec2 (-1,-1);
EmitVertex();
EndPrimitive();
+2 -1
View File
@@ -13,7 +13,8 @@ uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position.xyz,1);
//gl_Position = worldMat * vec4(position.xyz,1);
gl_Position = vec4(position.xyz,1);
vColor = color;
vparams = saEaRadWdth;
}
+1 -1
View File
@@ -95,7 +95,7 @@ defaultWorld = World
, _midgroundDecorations =
[setDepth (-0.1) $ color orange $ pictures
[ polygon $ rectNSEW 50 40 140 (-20)
, translate 60 45 $ thickArc 0 pi 75 10
, translate 60 45 $ scale 0.5 1 $ thickArc 0 pi 75 10
]
]
}