diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-01-23 19:39:54 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-01-23 19:39:54 +0500 |
commit | bf1c59565096ac9774493846cfb15e259d3b0e66 (patch) | |
tree | 82e8182af128580b6f38437feccba8c0f48abdc1 /geometry_shader | |
parent | 1ee094199af9c169e1ccaa53c7b0c186c4a3639e (diff) |
restructure
Diffstat (limited to 'geometry_shader')
-rwxr-xr-x | geometry_shader/build.sh | 5 | ||||
-rw-r--r-- | geometry_shader/geometry_shader.c | 337 | ||||
-rw-r--r-- | geometry_shader/shaders/base.fs | 11 | ||||
-rw-r--r-- | geometry_shader/shaders/base.gs | 27 | ||||
-rw-r--r-- | geometry_shader/shaders/base.vs | 14 | ||||
-rw-r--r-- | geometry_shader/shaders/basic.fs | 13 | ||||
-rw-r--r-- | geometry_shader/shaders/basic.vs | 16 | ||||
-rw-r--r-- | geometry_shader/shaders/explosion.fs | 13 | ||||
-rw-r--r-- | geometry_shader/shaders/explosion.gs | 44 | ||||
-rw-r--r-- | geometry_shader/shaders/explosion.vs | 18 | ||||
-rw-r--r-- | geometry_shader/shaders/normals.fs | 9 | ||||
-rw-r--r-- | geometry_shader/shaders/normals.gs | 44 | ||||
-rw-r--r-- | geometry_shader/shaders/normals.vs | 18 |
13 files changed, 0 insertions, 569 deletions
diff --git a/geometry_shader/build.sh b/geometry_shader/build.sh deleted file mode 100755 index 2d87dc0..0000000 --- a/geometry_shader/build.sh +++ /dev/null @@ -1,5 +0,0 @@ -#!/bin/sh -. ../config -TARGET='geometry_shader' -set -x -gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET diff --git a/geometry_shader/geometry_shader.c b/geometry_shader/geometry_shader.c deleted file mode 100644 index af2d494..0000000 --- a/geometry_shader/geometry_shader.c +++ /dev/null @@ -1,337 +0,0 @@ -#include "GL/glew.h" -#include "GLFW/glfw3.h" - -#include "pwyazh.h" - -#include "common.h" - -#include <unistd.h> - -#define WIDTH 1024 -#define HEIGHT 768 - -static F32 dt; -static Input input; - -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_SPACE: { - input.jump.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_SPACE: { - input.jump.state = KeyState_RELEASE; - } break; - } - } break; - } -} - -void -draw_cube(U32 cube_vao, U32 texture) -{ - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_2D, 0); - glBindVertexArray(0); -} - -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - glEnable(GL_DEPTH_TEST); - - U32 shader = create_shader_program_geom("shaders/base.vs", - "shaders/base.fs", - "shaders/base.gs"); - U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs", - "shaders/explosion.fs", - "shaders/explosion.gs"); - U32 normals_shader = create_shader_program_geom("shaders/normals.vs", - "shaders/normals.fs", - "shaders/normals.gs"); - U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs"); - - U32 grid_texture = load_texture("../data/textures/grid.png"); - - F32 points[] = { - -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 1.0f, 1.0f, 0.0f - }; - - GLuint points_vao, vbo; - glGenVertexArrays(1, &points_vao); - glBindVertexArray(points_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); - glBindVertexArray(0); - - F32 a = 0.5f; - /* NOTE(pryazha): Counter-clockwise order */ - F32 cube_vertices[] = { - /* NOTE(pryazha): Back face */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, -a, 0.0f, 1.0f, /* top-left */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Front face */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 1.0f, /* top-right */ - -a, a, a, 0.0f, 1.0f, /* top-left */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 0.0f, /* bottom-right */ - a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Left face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, a, 1.0f, 0.0f, /* bottom-right */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Right face */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, a, 0.0f, 1.0f, /* top-left */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Top face */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 0.0f, /* bottom-right */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Bottom face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - -a, -a, a, 0.0f, 1.0f, /* top-left */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - }; - - U32 cube_vao; - glGenVertexArrays(1, &cube_vao); - glBindVertexArray(cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); - glBindVertexArray(0); - - F32 vertices[] = { - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f - }; - - U32 normals_cube_vao; - glGenVertexArrays(1, &normals_cube_vao); - glBindVertexArray(normals_cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32))); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32))); - glBindVertexArray(0); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - - F32 last_time = glfwGetTime(); - F32 time = last_time; - - S32 scene = 0; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_first_press(input.jump)) - { - scene++; - scene %= 3; - } - - input_update_last_state(&input); - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (scene == 0) - { - glUseProgram(shader); - glBindVertexArray(points_vao); - glDrawArrays(GL_POINTS, 0, 4); - glBindVertexArray(0); - } - else if (scene == 1) - { - F32 radius = 2.0f; - F32 x = f32_sin(0.5*time)*radius; - F32 z = f32_cos(0.5*time)*radius; - MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - MAT4 model = mat4_identity(); - glUseProgram(explosion_shader); - shader_set_mat4fv(explosion_shader, "projection", projection); - shader_set_mat4fv(explosion_shader, "view", view); - shader_set_mat4fv(explosion_shader, "model", model); - shader_set_1f(explosion_shader, "time", time); - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, grid_texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - } - else - { - MAT4 projection, view, model; - F32 radius, x, z; - - radius = 2.0f; - x = f32_sin(0.5*time)*radius; - z = f32_cos(0.5*time)*radius; - - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - model = mat4_identity(); - - glUseProgram(basic_shader); - shader_set_mat4fv(basic_shader, "projection", projection); - shader_set_mat4fv(basic_shader, "view", view); - shader_set_mat4fv(basic_shader, "model", model); - draw_cube(normals_cube_vao, grid_texture); - - glUseProgram(normals_shader); - shader_set_mat4fv(normals_shader, "projection", projection); - shader_set_mat4fv(normals_shader, "view", view); - shader_set_mat4fv(normals_shader, "model", model); - draw_cube(normals_cube_vao, grid_texture); - } - - glfwSwapBuffers(window); - - F32 elapsed = glfwGetTime()-last_time; - if (elapsed < target_spf) - { - U32 sleep_time = (U32)(target_spf-elapsed); - if (sleep_time > 0) - sleep(sleep_time); - } - F32 current_time = glfwGetTime(); - dt = current_time-last_time; - time += dt; - last_time = current_time; - } - - glDeleteBuffers(1, &vbo); - glDeleteVertexArrays(1, &points_vao); - - glfwTerminate(); - return(0); -} diff --git a/geometry_shader/shaders/base.fs b/geometry_shader/shaders/base.fs deleted file mode 100644 index 283d885..0000000 --- a/geometry_shader/shaders/base.fs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core - -in vec3 fcolor; - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(fcolor, 1.0f); -} diff --git a/geometry_shader/shaders/base.gs b/geometry_shader/shaders/base.gs deleted file mode 100644 index 6b140c5..0000000 --- a/geometry_shader/shaders/base.gs +++ /dev/null @@ -1,27 +0,0 @@ -#version 330 core -layout(points) in; -layout(triangle_strip, max_vertices = 5) out; - -in VS_OUT { - vec3 color; -} gs_in[]; - -out vec3 fcolor; - -void -main(void) -{ - fcolor = gs_in[0].color; - gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0); - EmitVertex(); - gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0); - EmitVertex(); - gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0); - EmitVertex(); - gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0); - EmitVertex(); - fcolor = vec3(1.0, 1.0, 1.0); - gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0); - EmitVertex(); - EndPrimitive(); -} diff --git a/geometry_shader/shaders/base.vs b/geometry_shader/shaders/base.vs deleted file mode 100644 index 2924e6c..0000000 --- a/geometry_shader/shaders/base.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 330 core -layout(location = 0) in vec2 apos; -layout(location = 1) in vec3 acolor; - -out VS_OUT { - vec3 color; -} vs_out; - -void -main(void) -{ - vs_out.color = acolor; - gl_Position = vec4(apos, 0.0f, 1.0f); -} diff --git a/geometry_shader/shaders/basic.fs b/geometry_shader/shaders/basic.fs deleted file mode 100644 index bdd4b9a..0000000 --- a/geometry_shader/shaders/basic.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec2 tex_coords; - -out vec4 frag_color; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/geometry_shader/shaders/basic.vs b/geometry_shader/shaders/basic.vs deleted file mode 100644 index 9a630b6..0000000 --- a/geometry_shader/shaders/basic.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 2) in vec2 atex_coords; - -out vec2 tex_coords; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -void -main(void) -{ - gl_Position = projection*view*model*vec4(apos, 1.0f); - tex_coords = atex_coords; -} diff --git a/geometry_shader/shaders/explosion.fs b/geometry_shader/shaders/explosion.fs deleted file mode 100644 index 70e7151..0000000 --- a/geometry_shader/shaders/explosion.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec2 ftex_coords; - -out vec4 frag_color; - -uniform sampler2D texture0; - -void -main(void) -{ - frag_color = texture(texture0, ftex_coords); -} diff --git a/geometry_shader/shaders/explosion.gs b/geometry_shader/shaders/explosion.gs deleted file mode 100644 index 1883ad2..0000000 --- a/geometry_shader/shaders/explosion.gs +++ /dev/null @@ -1,44 +0,0 @@ -#version 330 core -layout(triangles) in; -layout(triangle_strip, max_vertices = 3) out; - -in VS_OUT { - vec2 gtex_coords; -} gs_in[]; - -out vec2 ftex_coords; - -uniform float time; - -vec3 -get_normal(void) -{ - vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position); - vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position); - return(normalize(cross(a, b))); -} - -vec4 -explode(vec4 position, vec3 normal) -{ - float magnitude = 0.2f; - vec3 direction = normal*magnitude*((sin(time)+1.0f)/2.0f); - vec4 result = position+vec4(direction, 0.0f); - return(result); -} - -void -main(void) -{ - vec3 normal = get_normal(); - gl_Position = explode(gl_in[0].gl_Position, normal); - ftex_coords = gs_in[0].gtex_coords; - EmitVertex(); - gl_Position = explode(gl_in[1].gl_Position, normal); - ftex_coords = gs_in[1].gtex_coords; - EmitVertex(); - gl_Position = explode(gl_in[2].gl_Position, normal); - ftex_coords = gs_in[2].gtex_coords; - EmitVertex(); - EndPrimitive(); -} diff --git a/geometry_shader/shaders/explosion.vs b/geometry_shader/shaders/explosion.vs deleted file mode 100644 index 5925b8f..0000000 --- a/geometry_shader/shaders/explosion.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec2 atex_coords; - -out VS_OUT { - vec2 gtex_coords; -} vs_out; - -uniform mat4 projection; -uniform mat4 view; -uniform mat4 model; - -void -main(void) -{ - vs_out.gtex_coords = atex_coords; - gl_Position = projection*view*model*vec4(apos, 1.0f); -} diff --git a/geometry_shader/shaders/normals.fs b/geometry_shader/shaders/normals.fs deleted file mode 100644 index fbbafbf..0000000 --- a/geometry_shader/shaders/normals.fs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(1.0, 0.0, 0.0, 1.0); -} diff --git a/geometry_shader/shaders/normals.gs b/geometry_shader/shaders/normals.gs deleted file mode 100644 index 3720a5f..0000000 --- a/geometry_shader/shaders/normals.gs +++ /dev/null @@ -1,44 +0,0 @@ -#version 330 core -layout(triangles) in; -layout(line_strip, max_vertices = 6) out; - -in VS_OUT { - vec3 normal; -} gs_in[]; - -uniform mat4 projection; - -const float MAGNITUDE = 0.4; - -void -generate_line(int index) -{ - gl_Position = projection*gl_in[index].gl_Position; - EmitVertex(); - gl_Position = projection*(gl_in[index].gl_Position+ - vec4(gs_in[index].normal, 0.0)*MAGNITUDE); - EmitVertex(); - EndPrimitive(); -} - -void -main(void) -{ - /* - vec4 center = (gl_in[0].gl_Position+ - gl_in[1].gl_Position+ - gl_in[2].gl_Position)/3.0; - vec4 end = center+vec4(((gs_in[0].normal+ - gs_in[1].normal+ - gs_in[2].normal)/3.0), - 0.0)*MAGNITUDE; - gl_Position = projection*center; - EmitVertex(); - gl_Position = projection*end; - EmitVertex(); - EndPrimitive(); - */ - generate_line(0); - generate_line(1); - generate_line(2); -} diff --git a/geometry_shader/shaders/normals.vs b/geometry_shader/shaders/normals.vs deleted file mode 100644 index 3b728e5..0000000 --- a/geometry_shader/shaders/normals.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec3 anormal; - -out VS_OUT { - vec3 normal; -} vs_out; - -uniform mat4 view; -uniform mat4 model; - -void -main(void) -{ - mat3 normal_matrix = mat3(transpose(inverse(view*model))); - vs_out.normal = normalize(normal_matrix*anormal); - gl_Position = view*model*vec4(apos, 1.0); -} |