// Draw "fancy" wireframe, displaying front-facing, back-facing and // silhouette lines differently. // Mike Erwin, April 2015 // After working with this shader a while, convinced we should make // separate shaders for perpective & ortho. (Oct 2016) // Due to perspective, the line segment's endpoints might disagree on // whether the adjacent faces are front facing. We use a geometry // shader to resolve this properly. uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; in vec3 pos; in vec3 N1, N2; // normals of faces this edge joins (object coords) /* Instance attrs */ in vec3 color; in mat4 InstanceModelMatrix; out vec4 MV_pos; out float edgeClass; out vec3 fCol; // TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley bool front(mat3 normal_matrix, vec3 N, vec3 eye) { return dot(normal_matrix * N, eye) > 0.0; } void main() { vec3 eye; mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix; vec4 pos_4d = vec4(pos, 1.0); MV_pos = model_view_matrix * pos_4d; mat3 normal_matrix = transpose(inverse(mat3(model_view_matrix))); /* if persp */ if (ProjectionMatrix[3][3] == 0.0) { eye = normalize(-MV_pos.xyz); } else { eye = vec3(0.0, 0.0, 1.0); } bool face_1_front = front(normal_matrix, N1, eye); bool face_2_front = front(normal_matrix, N2, eye); if (face_1_front && face_2_front) { edgeClass = 1.0; // front-facing edge } else if (face_1_front || face_2_front) { edgeClass = 0.0; // exactly one face is front-facing, silhouette edge } else { edgeClass = -1.0; // back-facing edge } fCol = color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((InstanceModelMatrix * vec4(pos, 1.0)).xyz); #endif }