OpenGL: further wireframe shaders
As seen at #bcon16 Geometry shader version is automatically used on modern GL runtimes. Legacy version is used on pre-3.2 systems (Mac, Mesa compat profile). They have the same inputs and visual result. TODO: specialized versions that are less flexible -- draw ALL edges or draw JUST silhouette edges. Part of T49165
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@ -159,6 +159,8 @@ data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.gl
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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@ -79,6 +79,8 @@ extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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@ -671,10 +673,20 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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break;
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case GPU_SHADER_EDGES_FRONT_BACK_PERSP:
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if (!GG.shaders.edges_front_back_persp)
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GG.shaders.edges_front_back_persp = GPU_shader_create(
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datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
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datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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if (GLEW_VERSION_3_2) {
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/* this version is magical but slooow */
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GG.shaders.edges_front_back_persp = GPU_shader_create(
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datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
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datatoc_gpu_shader_flat_color_frag_glsl,
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datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
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NULL, NULL, 0, 0, 0);
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}
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else {
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GG.shaders.edges_front_back_persp = GPU_shader_create(
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datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
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datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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}
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retval = GG.shaders.edges_front_back_persp;
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break;
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case GPU_SHADER_EDGES_FRONT_BACK_ORTHO:
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@ -0,0 +1,60 @@
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// Draw "fancy" wireframe, displaying front-facing, back-facing and
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// silhouette lines differently.
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// Mike Erwin, April 2015
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// After working with this shader a while, convinced we should make
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// separate shaders for perpective & ortho. (Oct 2016)
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// Due to perspective, the line segment's endpoints might disagree on
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// whether the adjacent faces are front facing. This geometry shader
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// decides which edge type to use if endpoints disagree.
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uniform mat4 ProjectionMatrix;
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uniform bool drawFront = true;
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uniform bool drawBack = true;
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uniform bool drawSilhouette = true;
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uniform vec4 frontColor;
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uniform vec4 backColor;
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uniform vec4 silhouetteColor;
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layout(lines) in;
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layout(line_strip, max_vertices = 2) out;
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in vec4 MV_pos[];
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in float edgeClass[];
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flat out vec4 finalColor;
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void emitLine(vec4 color)
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{
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gl_Position = ProjectionMatrix * MV_pos[0];
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EmitVertex();
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gl_Position = ProjectionMatrix * MV_pos[1];
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finalColor = color;
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EmitVertex();
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EndPrimitive();
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}
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void main()
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{
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float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
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if (finalEdgeClass > 0.0f) {
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// front-facing edge
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if (drawFront)
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emitLine(frontColor);
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}
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else if (finalEdgeClass < 0.0f) {
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// back-facing edge
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if (drawBack)
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emitLine(backColor);
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}
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else {
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// exactly one face is front-facing, silhouette edge
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if (drawSilhouette)
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emitLine(silhouetteColor);
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}
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}
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@ -0,0 +1,78 @@
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// Draw "fancy" wireframe, displaying front-facing, back-facing and
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// silhouette lines differently.
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// Mike Erwin, April 2015
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// After working with this shader a while, convinced we should make
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// separate shaders for perpective & ortho. (Oct 2016)
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// This shader is an imperfect stepping stone until all platforms are
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// ready for geometry shaders.
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// Due to perspective, the line segment's endpoints might disagree on
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// whether the adjacent faces are front facing. Need to use a geometry
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// shader or pass in an extra position attribute (the other endpoint)
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// to do this properly.
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uniform bool drawFront = true;
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uniform bool drawBack = true;
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uniform bool drawSilhouette = true;
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uniform vec4 frontColor;
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uniform vec4 backColor;
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uniform vec4 silhouetteColor;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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// normals of faces this edge joins (object coords)
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attribute vec3 N1;
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attribute vec3 N2;
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flat varying vec4 finalColor;
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#else
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in vec3 pos;
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// normals of faces this edge joins (object coords)
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in vec3 N1;
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in vec3 N2;
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flat out vec4 finalColor;
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#endif
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// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
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// to discard an entire line, set its color to invisible
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// (must have GL_BLEND enabled, or discard in fragment shader)
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const vec4 invisible = vec4(0.0);
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bool front(vec3 N)
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{
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vec4 xformed = ModelViewMatrix * vec4(pos, 1.0);
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return dot(NormalMatrix * N, normalize(-xformed.xyz)) > 0.0;
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}
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void main()
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{
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bool face_1_front = front(N1);
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bool face_2_front = front(N2);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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if (face_1_front && face_2_front) {
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// front-facing edge
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finalColor = drawFront ? frontColor : invisible;
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}
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else if (face_1_front || face_2_front) {
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// exactly one face is front-facing, silhouette edge
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finalColor = drawSilhouette ? silhouetteColor : invisible;
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}
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else {
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// back-facing edge
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finalColor = drawBack ? backColor : invisible;
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}
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}
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@ -6,73 +6,39 @@
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// After working with this shader a while, convinced we should make
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// separate shaders for perpective & ortho. (Oct 2016)
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// This shader is an imperfect stepping stone until all platforms are
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// ready for geometry shaders.
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// Due to perspective, the line segment's endpoints might disagree on
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// whether the adjacent faces are front facing. Need to use a geometry
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// shader or pass in an extra position attribute (the other endpoint)
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// to do this properly.
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uniform bool drawFront = true;
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uniform bool drawBack = true;
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uniform bool drawSilhouette = true;
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uniform vec4 frontColor;
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uniform vec4 backColor;
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uniform vec4 silhouetteColor;
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// whether the adjacent faces are front facing. We use a geometry
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// shader to resolve this properly.
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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in vec3 pos;
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in vec3 N1, N2; // normals of faces this edge joins (object coords)
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// normals of faces this edge joins (object coords)
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attribute vec3 N1;
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attribute vec3 N2;
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flat varying vec4 finalColor;
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#else
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in vec3 pos;
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// normals of faces this edge joins (object coords)
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in vec3 N1;
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in vec3 N2;
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flat out vec4 finalColor;
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#endif
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out vec4 MV_pos;
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out float edgeClass;
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// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
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// to discard an entire line, set its color to invisible
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// (must have GL_BLEND enabled, or discard in fragment shader)
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const vec4 invisible = vec4(0.0);
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bool front(vec3 N)
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bool front(vec3 N, vec3 eye)
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{
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vec4 xformed = ModelViewMatrix * vec4(pos, 1.0);
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return dot(NormalMatrix * N, normalize(-xformed.xyz)) > 0.0;
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return dot(NormalMatrix * N, eye) > 0.0;
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}
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void main()
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{
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bool face_1_front = front(N1);
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bool face_2_front = front(N2);
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MV_pos = ModelViewMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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vec3 eye = normalize(-MV_pos.xyz);
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if (face_1_front && face_2_front) {
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// front-facing edge
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finalColor = drawFront ? frontColor : invisible;
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}
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else if (face_1_front || face_2_front) {
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// exactly one face is front-facing, silhouette edge
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finalColor = drawSilhouette ? silhouetteColor : invisible;
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}
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else {
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// back-facing edge
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finalColor = drawBack ? backColor : invisible;
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}
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bool face_1_front = front(N1, eye);
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bool face_2_front = front(N2, eye);
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if (face_1_front && face_2_front)
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edgeClass = 1.0; // front-facing edge
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else if (face_1_front || face_2_front)
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edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
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else
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edgeClass = -1.0; // back-facing edge
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}
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