Rendering issues

This commit is contained in:
Jonathan Fransson
2019-04-12 12:01:29 -06:00
parent 66ab6527fa
commit 76959c4a35
4 changed files with 33 additions and 23 deletions

View File

@@ -14,7 +14,7 @@ asset.require('util/default_dashboard')
asset.require('util/webgui')
asset.request('customization/globebrowsing')
--asset.request('customization/globebrowsing')
-- asset.request('scene/solarsystem/planets/earth/satellites/satellites_all')
asset.request('scene/solarsystem/planets/earth/satellites/satellites_debris')

View File

@@ -609,8 +609,8 @@ void RenderableSatellites::initializeGL() {
_uniformCache.modelView = _programObject->uniformLocation("modelViewTransform");
_uniformCache.projection = _programObject->uniformLocation("projectionTransform");
_uniformCache.color = _programObject->uniformLocation("color");
_uniformCache.useLineFade = _programObject->uniformLocation("useLineFade");
_uniformCache.lineFade = _programObject->uniformLocation("lineFade");
//_uniformCache.useLineFade = _programObject->uniformLocation("useLineFade");
//_uniformCache.lineFade = _programObject->uniformLocation("lineFade");
setRenderBin(Renderable::RenderBin::Overlay);
@@ -654,10 +654,10 @@ void RenderableSatellites::render(const RenderData& data, RendererTasks&) {
_programObject->setUniform(_uniformCache.projection, data.camera.projectionMatrix());
_programObject->setUniform(_uniformCache.color, _appearance.lineColor);
_programObject->setUniform(_uniformCache.useLineFade, _appearance.useLineFade);
if (_appearance.useLineFade) {
_programObject->setUniform(_uniformCache.lineFade, _appearance.lineFade);
}
//_programObject->setUniform(_uniformCache.useLineFade, _appearance.useLineFade);
//if (_appearance.useLineFade) {
// _programObject->setUniform(_uniformCache.lineFade, _appearance.lineFade);
//}
glDepthMask(false);
@@ -665,13 +665,22 @@ void RenderableSatellites::render(const RenderData& data, RendererTasks&) {
// Crashes in here
glBindVertexArray(_vertexArray);
//glDrawElements(GL_LINES,
//static_cast<unsigned int>(_indexBufferData.size()),
//GL_UNSIGNED_INT,
//0);
glDrawArrays(GL_LINES,
0,
20); //static_cast<unsigned int>(_indexBufferData.size()));
glDrawElements(GL_LINES,
//static_cast<unsigned int>(_indexBufferData.size()),
20,
GL_UNSIGNED_INT,
&_indexBufferData.front());
//glDrawArrays(GL_LINES,
// 0,
// 20); //static_cast<unsigned int>(_indexBufferData.size()));
/*
glBegin (GL_LINES);
glVertex3f (_vertexBufferData[0].x, _vertexBufferData[0].y, _vertexBufferData[0].z);
glVertex3f (_vertexBufferData[1].x, _vertexBufferData[1].y, _vertexBufferData[1].z);
glVertex3f (_vertexBufferData[2].x, _vertexBufferData[2].y, _vertexBufferData[2].z);
glVertex3f (_vertexBufferData[3].x, _vertexBufferData[3].y, _vertexBufferData[3].z);
glEnd ();
*/
glBindVertexArray(0);
_programObject->deactivate();
@@ -725,7 +734,6 @@ void RenderableSatellites::updateBuffers() {
_vertexBufferData.data(),
GL_STATIC_DRAW
);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
@@ -733,9 +741,10 @@ void RenderableSatellites::updateBuffers() {
_indexBufferData.data(),
GL_STATIC_DRAW
);
glBindVertexArray(0);
}
}

View File

@@ -27,14 +27,15 @@
uniform vec3 color;
uniform float opacity = 1.0;
uniform bool useLineFade;
uniform float lineFade;
//uniform bool useLineFade;
//uniform float lineFade;
in vec4 viewSpacePosition;
Fragment getFragment() {
Fragment frag;
frag.color = vec4(0.0, 0.0, 0.5, opacity);
frag.color = vec4(color, opacity);
// frag.color = vec4(0.0, 0.0, 1.0, 1.0);
frag.depth = safeLength(viewSpacePosition);
frag.blend = BLEND_MODE_ADDITIVE;
frag.gPosition = viewSpacePosition;

View File

@@ -28,10 +28,10 @@ layout(location = 0) in vec4 vertexData;
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform bool useLineFade;
uniform float lineFade;
uniform int vertexSortingMethod;
uniform int pointSize;
//uniform bool useLineFade;
//uniform float lineFade;
//uniform int vertexSortingMethod;
//uniform int pointSize;
out vec4 viewSpacePosition;