diff options
author | Sven Gothel <[email protected]> | 2012-10-22 18:54:19 +0200 |
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committer | Sven Gothel <[email protected]> | 2012-10-22 18:54:19 +0200 |
commit | 5bdd283a9c3d0c656c859d499476173e2f609839 (patch) | |
tree | 7763f7eed5faaa3ab2b1bca5bf23cb9528e4f5fe /src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders | |
parent | 40d01bef2a1db44533472c37961aabbef68de644 (diff) |
FixedFuncPipeline GL_POINTS: Fix gl_PointSize (attribute data format), Add GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)
gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param.
Due to efficiency, we use vec4[2] now and #defines in shader to easy readability.
GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position
while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle.
!GL_POINT_SOFT produces a proper square (billboard).
Point-Vertex shader takes dist/fade attentuation into account.
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders')
3 files changed, 56 insertions, 13 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp index beca47bc1..6185e96ef 100644 --- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp +++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp @@ -6,11 +6,34 @@ #include mgl_uniform.glsl #include mgl_varying.glsl +// #define TEST 1 + void main (void) { - // FIXME: Since gl_Points must be 1.0 (otherwise no points) - // don't see reason for fetching texture color. - // gl_FragColor = frontColor * texture2D(mgl_Texture0, gl_PointCoord); gl_FragColor = frontColor; + + if( pointSmooth > 0.5 ) { + // smooth (AA) + const float border = 0.90; // take/give 10% for AA + + // origin to 0/0, [-1/-1 .. 1/1] + vec2 pointPos = 2.0 * gl_PointCoord - 1.0 ; + float r = length( pointPos ); // one-circle sqrt(x * x + y * y), range: in-circle [0..1], out >1 + float r1 = 1.0 - ( step(border, r) * 10.0 * ( r - border ) ) ; // [0..1] + #ifndef TEST + if( r1 < 0.0 ) { + discard; + } + #endif + + #ifndef TEST + gl_FragColor.a *= r1; + #else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + gl_FragColor.r = r1 < 0.0 ? 1.0 : 0.0; + gl_FragColor.g = r > 1.0 ? 1.0 : 0.0; + gl_FragColor.b = r > border ? 1.0 : 0.0; + #endif + } } diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp index 6d6a3a982..64732dc9e 100644 --- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp +++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp @@ -9,17 +9,26 @@ void main(void) { - if(mgl_ColorEnabled>0) { - frontColor=mgl_Color; + if( mgl_ColorEnabled > 0 ) { + frontColor = mgl_Color; } else { - frontColor=mgl_ColorStatic; + frontColor = mgl_ColorStatic; } - // FIXME: ES2 .. doesn't work, but even on desktop - // no big points! - // gl_PointSize = mgl_PointParams1[0]; - gl_PointSize = 1.0; + vec4 eyeCoord = mgl_PMVMatrix[1] * mgl_Vertex; + gl_Position = mgl_PMVMatrix[0] * eyeCoord; - gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * vec4(mgl_Vertex.xyz, 1.0); + float dist = distance(eyeCoord, vec4(0.0, 0.0, 0.0, 1.0)); + float atten = sqrt( 1.0 / ( pointDistanceConstantAtten + + ( pointDistanceLinearAtten + + pointDistanceQuadraticAtten * dist + ) * dist + ) + ); + float size = clamp(pointSize * atten, pointSizeMin, pointSizeMax); + gl_PointSize = max(size, pointFadeThresholdSize); + + float fade = min(size, pointFadeThresholdSize) / pointFadeThresholdSize; + frontColor.a *= fade * fade; } diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl index fd24a953d..5029e4bd8 100644 --- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl +++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl @@ -11,8 +11,19 @@ uniform LOWP int mgl_ColorEnabled; uniform vec4 mgl_ColorStatic; uniform LOWP int mgl_AlphaTestFunc; uniform float mgl_AlphaTestRef; -uniform MEDIUMP float mgl_PointParams1[4]; // sz, smooth, attnMinSz, attnMaxSz -uniform MEDIUMP float mgl_PointParams2[4]; // attnCoeff(3), attnAlphaTs + +// [0].rgba: size, smooth, attnMinSz, attnMaxSz +// [1].rgba: attnCoeff(3), attnFadeTs +uniform MEDIUMP vec4 mgl_PointParams[2]; + +#define pointSize (mgl_PointParams[0].r) +#define pointSmooth (mgl_PointParams[0].g) +#define pointSizeMin (mgl_PointParams[0].b) +#define pointSizeMax (mgl_PointParams[0].a) +#define pointDistanceConstantAtten (mgl_PointParams[1].r) +#define pointDistanceLinearAtten (mgl_PointParams[1].g) +#define pointDistanceQuadraticAtten (mgl_PointParams[1].b) +#define pointFadeThresholdSize (mgl_PointParams[1].a) // uniform LOWP int mgl_CullFace; // ES2 supports CullFace implicit .. #if MAX_TEXTURE_UNITS > 0 |