geometry shader for cuboid
This commit is contained in:
parent
2096b24e74
commit
e9d573172d
5 changed files with 244 additions and 72 deletions
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@ -6,20 +6,19 @@ import numpy as np
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class Cube(Object):
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class Cube(Object):
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GeometryShaderId = -1
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def __init__(self):
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def __init__(self):
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Object.__init__(self)
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super(Cube, self).__init__()
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if (Cube.GeometryShaderId == -1):
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if (Cube.GeometryShaderId == -1):
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self.initializeShader()
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self.initializeShader()
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def initializeShader(self) -> bool:
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@classmethod
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def initializeShader(cls) -> bool:
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with open('./Objects/Cube/cube_geometry.glsl', 'r') as f:
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with open('./Objects/Cube/cube_geometry.glsl', 'r') as f:
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geometry_shader_string = f.read()
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geometry_shader_string = f.read()
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Cube.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
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cls.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
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glShaderSource(Cube.GeometryShaderId, geometry_shader_string)
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glShaderSource(Cube.GeometryShaderId, geometry_shader_string)
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glCompileShader(Cube.GeometryShaderId)
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glCompileShader(Cube.GeometryShaderId)
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if glGetShaderiv(Cube.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
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if glGetShaderiv(Cube.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(Cube.GeometryShaderId))
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raise RuntimeError(glGetShaderInfoLog(Cube.GeometryShaderId))
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return False
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return True
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return True
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@ -3,20 +3,21 @@ from OpenGL.GLU import *
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from OpenGL.GL import *
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from OpenGL.GL import *
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from Objects.Objects import *
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from Objects.Objects import *
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class Cuboid(Object):
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GeometryShaderId = -1
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class Cuboid(SizedObject):
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def __init__(self):
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def __init__(self):
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Object.__init__(self)
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super(Cuboid, self).__init__()
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if(Cuboid.GeometryShaderId == -1):
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if Cuboid.GeometryShaderId == -1:
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self.initializeShader()
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self.initializeShader()
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def initializeShader(self)->bool:
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@classmethod
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def initializeShader(cls)->bool:
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with open('./Objects/Cuboid/cuboid_geometry.glsl', 'r') as f:
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with open('./Objects/Cuboid/cuboid_geometry.glsl', 'r') as f:
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geometry_shader_string = f.read()
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geometry_shader_string = f.read()
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Cuboid.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
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cls.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
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glShaderSource(Cuboid.GeometryShaderId, geometry_shader_string)
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glShaderSource(Cuboid.GeometryShaderId, geometry_shader_string)
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glCompileShader(Cuboid.GeometryShaderId)
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glCompileShader(Cuboid.GeometryShaderId)
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if glGetShaderiv(Cuboid.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
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if glGetShaderiv(Cuboid.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(Cuboid.GeometryShaderId))
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raise RuntimeError(glGetShaderInfoLog(Cuboid.GeometryShaderId))
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return False
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return True
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return True
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@ -4,198 +4,349 @@ layout(points) in;
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layout(triangle_strip,max_vertices=24) out;
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layout(triangle_strip,max_vertices=24) out;
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uniform mat4 projModelViewMatrix;
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uniform mat4 projModelViewMatrix;
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uniform mat3 normalMatrix;
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uniform mat3 rotMatrix;
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uniform mat3 rotMatrix;
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uniform mat4 lightProjModelViewMatrix[7];
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uniform int numLights;
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uniform float width;
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uniform float height;
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uniform float near;
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uniform float far;
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layout(location = 0) in vec3 colorgeo[1];
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layout(location = 0) in vec3 colorgeo[1];
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layout(location = 1) in vec3 size[1];
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layout(location = 1) in vec3 size[1];
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layout(location = 0) out vec3 colorout;
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layout(location = 0) out vec3 colorout;
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layout(location = 1) out vec3 normal;
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layout(location = 1) out vec3 normal;
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layout(location = 2) out vec3 pos;
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layout(location = 2) out vec3 pos;
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layout(location = 3) out vec4 lightviewpos[3];
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void main(){
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void main(){
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//hinten
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//hinten
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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EndPrimitive();
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EndPrimitive();
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//vorne
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//vorne
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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EndPrimitive();
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EndPrimitive();
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//oben
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//oben
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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pos = gl_Position.xyz;
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EmitVertex();
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EmitVertex();
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gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(0,1,0));
|
normal = normalize(rotMatrix * vec3(0,1,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
EndPrimitive();
|
EndPrimitive();
|
||||||
|
|
||||||
//unten
|
//unten
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(0,-1,0));
|
normal = normalize(rotMatrix * vec3(0,-1,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(0,-1,0));
|
normal = normalize(rotMatrix * vec3(0,-1,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(0,-1,0));
|
normal = normalize(rotMatrix * vec3(0,-1,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(0,-1,0));
|
normal = normalize(rotMatrix * vec3(0,-1,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
EndPrimitive();
|
EndPrimitive();
|
||||||
|
|
||||||
//links
|
//links
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(-1,0,0));
|
normal = normalize(rotMatrix * vec3(-1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(-1,0,0));
|
normal = normalize(rotMatrix * vec3(-1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(-1,0,0));
|
normal = normalize(rotMatrix * vec3(-1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(-1,0,0));
|
normal = normalize(rotMatrix * vec3(-1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
EndPrimitive();
|
EndPrimitive();
|
||||||
|
|
||||||
//rechts
|
//rechts
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(1,0,0));
|
normal = normalize(rotMatrix * vec3(1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(1,0,0));
|
normal = normalize(rotMatrix * vec3(1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(1,0,0));
|
normal = normalize(rotMatrix * vec3(1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
|
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
|
||||||
|
for(int i = 0;i < numLights; i++){
|
||||||
|
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
|
||||||
|
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
|
||||||
|
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
|
||||||
|
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
||||||
|
}
|
||||||
|
gl_Position = projModelViewMatrix * gl_Position;
|
||||||
colorout = colorgeo[0];
|
colorout = colorgeo[0];
|
||||||
normal = normalize(rotMatrix * vec3(1,0,0));
|
normal = normalize(rotMatrix * vec3(1,0,0));
|
||||||
|
|
||||||
pos = gl_Position.xyz;
|
pos = gl_Position.xyz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
|
|
|
@ -8,11 +8,12 @@ class Object:
|
||||||
def draw(self) -> bool:
|
def draw(self) -> bool:
|
||||||
return False
|
return False
|
||||||
|
|
||||||
def initializeShader(self) -> bool:
|
@classmethod
|
||||||
|
def initializeShader(cls) -> bool:
|
||||||
return True
|
return True
|
||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.pos = np.zeros((3))
|
self.pos = np.zeros(3)
|
||||||
self.color = np.zeros((3,))
|
self.color = np.zeros((3,))
|
||||||
self.programmId = -1
|
self.programmId = -1
|
||||||
|
|
||||||
|
@ -25,3 +26,15 @@ class Object:
|
||||||
self.color[1] = G
|
self.color[1] = G
|
||||||
self.color[2] = B
|
self.color[2] = B
|
||||||
return self
|
return self
|
||||||
|
|
||||||
|
|
||||||
|
class SizedObject(Object):
|
||||||
|
def __init__(self):
|
||||||
|
super(SizedObject, self).__init__()
|
||||||
|
self.size = np.array((0.5, 0.5, 0.5))
|
||||||
|
|
||||||
|
def setSize(self, X, Y, Z):
|
||||||
|
self.size[0] = X
|
||||||
|
self.size[1] = Y
|
||||||
|
self.size[2] = Z
|
||||||
|
return self
|
||||||
|
|
22
main.py
22
main.py
|
@ -124,7 +124,7 @@ def main():
|
||||||
global program_id, program2_id, program3_id
|
global program_id, program2_id, program3_id
|
||||||
program_id = glCreateProgram()
|
program_id = glCreateProgram()
|
||||||
glAttachShader(program_id, vertex_shader_id)
|
glAttachShader(program_id, vertex_shader_id)
|
||||||
glAttachShader(program_id, Cube.GeometryShaderId)
|
glAttachShader(program_id, Cuboid.GeometryShaderId)
|
||||||
# glAttachShader(program_id, Cuboid.GeometryShaderId)
|
# glAttachShader(program_id, Cuboid.GeometryShaderId)
|
||||||
glAttachShader(program_id, fragment_shader_id)
|
glAttachShader(program_id, fragment_shader_id)
|
||||||
# glAttachShader(program_id, l.FragmentShaderId)
|
# glAttachShader(program_id, l.FragmentShaderId)
|
||||||
|
@ -132,7 +132,7 @@ def main():
|
||||||
|
|
||||||
global struct, cstruct
|
global struct, cstruct
|
||||||
struct = Structure()
|
struct = Structure()
|
||||||
struct.addShape(program_id, Cube().translate(translate(0, 0, 1)).setColor(1, 1, 0))
|
struct.addShape(program_id, Cuboid().translate(translate(0, 0, 1)).setColor(1, 1, 0))
|
||||||
# struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
|
# struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
|
||||||
# struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
|
# struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
|
||||||
# struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
|
# struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
|
||||||
|
@ -144,7 +144,8 @@ def main():
|
||||||
|
|
||||||
for x_pos in range(-10, 10, 1):
|
for x_pos in range(-10, 10, 1):
|
||||||
for y_pos in range(-10, 10):
|
for y_pos in range(-10, 10):
|
||||||
struct.addShape(program_id, Cube().translate(translate(x_pos, y_pos, 0)).setColor(
|
z = random.random() * 2 - 1
|
||||||
|
struct.addShape(program_id, Cuboid().translate(translate(x_pos, y_pos, z)).setColor(
|
||||||
random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
|
random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
|
||||||
|
|
||||||
|
|
||||||
|
@ -231,6 +232,7 @@ def main():
|
||||||
1, 0, 0,
|
1, 0, 0,
|
||||||
1, 1, 0], dtype=np.float32), program2_id)
|
1, 1, 0], dtype=np.float32), program2_id)
|
||||||
struct.render(projMatrix, rotate(rx, 0, 0))
|
struct.render(projMatrix, rotate(rx, 0, 0))
|
||||||
|
my_timer(0)
|
||||||
glutMainLoop()
|
glutMainLoop()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
@ -361,11 +363,11 @@ def display():
|
||||||
global projMatrix
|
global projMatrix
|
||||||
projMatrix = perspectiveMatrix(45, float(width) / float(height), 0.01, 100.0)
|
projMatrix = perspectiveMatrix(45, float(width) / float(height), 0.01, 100.0)
|
||||||
|
|
||||||
newMat = translate(-cx, -cy, -2) * lookAt(cx, cy, 2, 0, 0, 0, 0, 1, 0) * perspectiveMatrix(opening,
|
newMat = translate(-cx, -cy, -5) * lookAt(cx, cy, 5, 0, 0, 0, 0, 1, 0) * perspectiveMatrix(opening,
|
||||||
float(l.map_size) /
|
float(l.map_size) /
|
||||||
float(l.map_size),
|
float(l.map_size),
|
||||||
0.01, 100.0)
|
0.01, 100.0)
|
||||||
l.pos = [-cx, -cy, -2]
|
l.pos = [-cx, -cy, -5]
|
||||||
l.ModelviewProjectionMatrix = newMat
|
l.ModelviewProjectionMatrix = newMat
|
||||||
l.lightColor = [1, 1, 1]
|
l.lightColor = [1, 1, 1]
|
||||||
|
|
||||||
|
@ -441,7 +443,7 @@ def display():
|
||||||
global rx
|
global rx
|
||||||
# rx += 0.025
|
# rx += 0.025
|
||||||
global ry
|
global ry
|
||||||
glutPostRedisplay()
|
# glutPostRedisplay()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
|
@ -529,7 +531,7 @@ def keyboardHandler(key: int, x: int, y: int):
|
||||||
|
|
||||||
if key == b'r':
|
if key == b'r':
|
||||||
print(cx, cy, opening)
|
print(cx, cy, opening)
|
||||||
glutPostRedisplay()
|
# glutPostRedisplay()
|
||||||
# print(key,x,y)
|
# print(key,x,y)
|
||||||
|
|
||||||
|
|
||||||
|
@ -539,6 +541,12 @@ def funcKeydHandler(key: int, x: int, y: int):
|
||||||
# print(key)
|
# print(key)
|
||||||
|
|
||||||
|
|
||||||
|
def my_timer(x):
|
||||||
|
glutPostRedisplay()
|
||||||
|
glutTimerFunc(int(1000/60), my_timer, 0)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == '__main__':
|
if __name__ == '__main__':
|
||||||
rx = 0
|
rx = 0
|
||||||
ry = 0
|
ry = 0
|
||||||
|
|
Loading…
Reference in a new issue