diff options
author | Sven Göthel <[email protected]> | 2024-01-20 05:01:38 +0100 |
---|---|---|
committer | Sven Göthel <[email protected]> | 2024-01-20 05:01:38 +0100 |
commit | c1531c3d99b19032040018b9414263b0d3000147 (patch) | |
tree | 93ad05df0398d430884350166a88371f82143947 /src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl | |
parent | 5cca51e32999a882e2a5f00cb45ecafc824ffd86 (diff) |
Graph Clipping: Use Frustum Clipping using AABBox -> Mv transformed Cube -> Frustum mapping + GraphUI Support
AABBox clipping naturally couldn't be transformed into 3D Model-View (Mv) Space,
as it is axis aligned and only provided 2 points (min/max).
Therefor we map the Group's AABBox to a 8-point Cube,
perform the Mv-transformation and then produce the 6-plane Frustum.
As before, we cull fully outside shapes within the Group's draw method
and perform fragment clipping with same Frustum planes in the shader.
With clipping enabled, the 3D z-axis getBounds() depth
will be slightly increased for functional Frustum operation.
This is also done for setFixedSize(Vec2f).
The Frustum planes are copied to the Graph shader
via float[4*6] -> uniform vec4 gcu_ClipFrustum[6]; // L, R, B, T, N, F each {n.x, n.y, n.z, d}
+++
Concludes related work of below commits
- 1040bed4ecc6f4598ea459f1073a9240583fc3c3
- 5cca51e32999a882e2a5f00cb45ecafc824ffd86
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl | 22 |
1 files changed, 20 insertions, 2 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl index 41e65178e..3b36b021a 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl @@ -75,12 +75,30 @@ vec4 clip_coord(vec4 col_in, vec4 col_ex, vec3 coord, vec3 low, vec3 high) { * </p> */ float is_inside(vec2 coord, vec2 low, vec2 high) { - return v_mul( step(low, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) ); + return v_mul( step(low-EPSILON, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) ); } /** Branch-less clipping test using vec3 coordinates and low/high clipping. */ float is_inside(vec3 coord, vec3 low, vec3 high) { - return v_mul( step(low, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) ); + return v_mul( step(low-EPSILON, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) ); } +/** Return distance of plane {n, d} to given point p. */ +float planeDistance(vec3 n, float d, vec3 p) { + return dot(n, p) + d; +} + +#ifdef USE_FRUSTUM_CLIPPING + +bool isOutsideMvFrustum(vec3 p) { + return planeDistance(gcu_ClipFrustum[0].xyz, gcu_ClipFrustum[0].w, p) < 0 || + planeDistance(gcu_ClipFrustum[1].xyz, gcu_ClipFrustum[1].w, p) < 0 || + planeDistance(gcu_ClipFrustum[2].xyz, gcu_ClipFrustum[2].w, p) < 0 || + planeDistance(gcu_ClipFrustum[3].xyz, gcu_ClipFrustum[3].w, p) < 0 || + planeDistance(gcu_ClipFrustum[4].xyz, gcu_ClipFrustum[4].w, p) < 0 || + planeDistance(gcu_ClipFrustum[5].xyz, gcu_ClipFrustum[5].w, p) < 0; +} + +#endif // USE_FRUSTUM_CLIPPING + #endif // functions_glsl |