Fix rotation manipulators not clipping

Added new shader for clipping, also cleaned up rotation manipulator
drawing code a bit.
This code should be replaced by new transform manipulators soon, just
keeping this working in the meanwhile.
This commit is contained in:
Julian Eisel
2017-04-05 01:28:48 +02:00
parent dd4de189dd
commit ebe1b4f11f
5 changed files with 74 additions and 26 deletions

View File

@@ -148,6 +148,7 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)

View File

@@ -121,6 +121,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
/* basic image drawing */
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,

View File

@@ -74,6 +74,7 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
@@ -719,6 +720,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,

View File

@@ -0,0 +1,16 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
#if __VERSION__ == 120
attribute vec3 pos;
#else
in vec3 pos;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_ClipDistance[0] = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
}