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https://github.com/OpenSpace/OpenSpace.git
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Added RenderablePlane
- Only first version of the RenderablePlane Todo: - Support rotation of planes - Support billboarding - Support different local origin (LowerLeft, LowerRight, Center...)
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version 430
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uniform float time;
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uniform sampler2D texture1;
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in vec2 vs_st;
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in vec4 vs_position;
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#include "ABuffer/abufferStruct.hglsl"
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#include "ABuffer/abufferAddToBuffer.hglsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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void main()
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{
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vec4 position = vs_position;
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float depth = pscDepth(position);
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vec4 diffuse;
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if(gl_FrontFacing)
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diffuse = texture(texture1, vs_st);
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else
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diffuse = texture(texture1, vec2(1-vs_st.s,vs_st.t));
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//vec4 diffuse = vec4(1,vs_st,1);
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//vec4 diffuse = vec4(1,0,0,1);
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// if(position.w > 9.0) {
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// diffuse = vec4(1,0,0,1);
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// }
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ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
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addToBuffer(frag);
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discard;
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}
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@@ -0,0 +1,49 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version 430
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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec2 in_st;
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out vec2 vs_st;
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out vec4 vs_position;
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out float s;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main()
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{
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vec4 tmp = in_position;
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vec4 position = pscTransform(tmp, ModelTransform);
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vs_position = tmp;
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vs_st = in_st;
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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}
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