/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #version __CONTEXT__ // Based on http://prideout.net/blog/?p=64 layout(points) in; layout(triangle_strip, max_vertices = 24) out; uniform mat4 modelViewProjection; in vec4 vPosition[1]; vec4 objCube[8]; // Object space coordinate of cube corner vec4 ndcCube[8]; // Normalized device coordinate of cube corner ivec4 faces[6]; // Vertex indices of the cube faces void emit_vert(int vert) { gl_Position = ndcCube[vert]; EmitVertex(); } void emit_face(int face) { emit_vert(faces[face][1]); emit_vert(faces[face][0]); emit_vert(faces[face][3]); emit_vert(faces[face][2]); EndPrimitive(); } void main() { faces[0] = ivec4(0,1,3,2); faces[1] = ivec4(5,4,6,7); faces[2] = ivec4(4,5,0,1); faces[3] = ivec4(3,2,7,6); faces[4] = ivec4(0,3,4,7); faces[5] = ivec4(2,1,6,5); float size = 0.5; vec4 P = vPosition[0]; vec4 I = vec4(size, 0, 0, 0); vec4 J = vec4(0, size, 0, 0); vec4 K = vec4(0, 0, size, 0); objCube[0] = P+K+I+J; objCube[1] = P+K+I-J; objCube[2] = P+K-I-J; objCube[3] = P+K-I+J; objCube[4] = P-K+I+J; objCube[5] = P-K+I-J; objCube[6] = P-K-I-J; objCube[7] = P-K-I+J; // Transform the corners of the box: for (int vert = 0; vert < 8; vert++) ndcCube[vert] = modelViewProjection * objCube[vert]; // Emit the six faces: for (int face = 0; face < 6; face++) emit_face(face); }