1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
|
// 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 ModelViewMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 N1, N2; // normals of faces this edge joins (object coords)
out vec4 MV_pos;
out float edgeClass;
// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
bool front(vec3 N, vec3 eye)
{
return dot(NormalMatrix * N, eye) > 0.0;
}
void main()
{
MV_pos = ModelViewMatrix * vec4(pos, 1.0);
vec3 eye = normalize(-MV_pos.xyz);
bool face_1_front = front(N1, eye);
bool face_2_front = front(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
}
|