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gpu_shader_edges_front_back_persp_geom.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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// 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. This geometry shader
// decides which edge type to use if endpoints disagree.

uniform mat4 ProjectionMatrix;

uniform bool drawFront = true;
uniform bool drawBack = true;
uniform bool drawSilhouette = true;

uniform vec4 frontColor;
uniform vec4 backColor;
uniform vec4 silhouetteColor;

layout(lines) in;
layout(line_strip, max_vertices = 2) out;

in vec4 MV_pos[];
in float edgeClass[];

flat out vec4 finalColor;

void emitLine(vec4 color)
{
  gl_Position = ProjectionMatrix * MV_pos[0];
  EmitVertex();
  gl_Position = ProjectionMatrix * MV_pos[1];
  finalColor = color;
  EmitVertex();
  EndPrimitive();
}

void main()
{
  float finalEdgeClass = max(edgeClass[0], edgeClass[1]);

  if (finalEdgeClass > 0.0f) {
    // front-facing edge
    if (drawFront)
      emitLine(frontColor);
  }
  else if (finalEdgeClass < 0.0f) {
    // back-facing edge
    if (drawBack)
      emitLine(backColor);
  }
  else {
    // exactly one face is front-facing, silhouette edge
    if (drawSilhouette)
      emitLine(silhouetteColor);
  }
}