Update path rendering to higher precision.

This commit is contained in:
Kalle Bladin
2016-08-08 22:35:37 -04:00
parent d128e09691
commit fb87842b1b
8 changed files with 85 additions and 135 deletions
+5 -12
View File
@@ -22,23 +22,16 @@
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
in vec4 vs_point_position;
flat in int isHour;
in vec4 vs_point_color;
uniform vec3 color;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
in vec4 vs_positionScreenSpace;
in vec4 vs_pointColor;
Fragment getFragment() {
vec4 position = vs_point_position;
float depth = pscDepth(position);
vec4 diffuse = vs_point_color;
Fragment frag;
frag.color = diffuse;
frag.depth = depth;
frag.color = vs_pointColor;
frag.depth = vs_positionScreenSpace.w;
return frag;
}
+17 -93
View File
@@ -25,108 +25,32 @@
#version __CONTEXT__
in vec4 in_point_position;
uniform vec3 color;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
out vec4 vs_point_position;
flat out int isHour;
out vec4 vs_point_color;
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform vec4 objectVelocity;
uniform vec4 lastPosition;
//this function does not consider cases where w component is negative
float psc_distance(vec4 v1, vec4 v2) {
// reduce position numbers
/*while(v1.w > 1 && v2.w > 1) {
v1.w -= 1;
v2.w -= 1;
} */
// get position in vec3
if (v1.w > 1) {
float f = floor(v1.w);
v1.xyz *= pow(10, f);
v1.w -= f;
}
if (v2.w > 1) {
float f = floor(v2.w);
v2.xyz *= pow(10, f);
v2.w -= f;
}
// using native distance function
return distance(v1.xyz, v2.xyz);
}
out vec4 vs_positionScreenSpace;
out vec4 vs_pointColor;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
vec4 gray = vec4(0.6f, 0.6f, 0.6f, 0.8f);
float cameraTooFar = 1 * pow(k, 10);
float bigPoint = 5.f;
float smallPoint = 2.f;
vec4 tmp = in_point_position;
vec4 position = pscTransform(tmp, ModelTransform);
vs_point_position = tmp;
position = ViewProjection * position;
gl_Position = z_normalization(position);
void main() {
vec4 positionClipSpace = projectionTransform * modelViewTransform * in_point_position;
vs_positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = vs_positionScreenSpace;
int id = gl_VertexID;
float hour = mod(id, 4);
bool isNewHour = mod(id * 900, 3600) > 0;
vs_point_color.xyz = color;
vs_point_color[3] = 1.f;
vec4 v1 = campos;
vec4 v2 = vs_point_position;
float cameraDistance = psc_distance(v1,v2);
vec4 temp = in_point_position;
vec4 templast = lastPosition;
if (temp.w > 1) {
float f = floor(temp.w);
temp.w -= f;
temp.xyz *= pow(10, f);
}
if (templast.w > 1) {
float f = floor(templast.w);
templast.w -= f;
templast.xyz *= pow(10, f);
}
// while(temp.w > 1) {
// temp.xyz *= 10;
// temp.w -= 1;
// }
// while(templast.w > 1) {
// templast.xyz *= 10;
// templast.w -= 1;
// }
float observerDistance = length(temp.xyz);
float lastDistance = length(templast.xyz);
if(hour > 0.1f) {
isHour = 0;
vs_point_color = gray;
gl_PointSize = bigPoint;
if(isNewHour) {
vs_pointColor = vec4(0.6f, 0.6f, 0.6f, 0.8f);
gl_PointSize = 5.f;
}
else {
isHour = 1;
gl_PointSize = bigPoint;
vs_pointColor.rgb = color;
vs_pointColor.a = 1.f;
gl_PointSize = 10.0f;
}
if (observerDistance > (lastDistance/20)) {
gl_PointSize = smallPoint;
//vs_point_color = gray;
}
/*if (cameraDistance > cameraTooFar ) {
vs_point_color[3] = 0.0f;
}*/
}