Reputation: 147
I have the following vertex shader:
#version 150 core
attribute vec4 vertex;
varying vec3 vert;
varying float zdepth;
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
void main() {
vert = vertex.xyz;
zdepth = -(mvMatrix * vertex).z;
gl_Position = projMatrix * mvMatrix * vertex;
}
and geometry shader:
#version 150 core
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
void main() {
vec4 p0 = gl_in[0].gl_Position;
vec4 p1 = gl_in[1].gl_Position;
vec4 p2 = gl_in[2].gl_Position;
vec4 p3 = gl_in[3].gl_Position;
vec4 v0 = normalize(p1-p0);
vec4 v1 = normalize(p2-p1);
vec4 v2 = normalize(p3-p2);
vec4 n11 = normalize(v1-v0);
vec4 n12 = -n11;
vec4 n21 = normalize(v2-v1);
vec4 n22 = -n21;
gl_Position = p1+n11*0.2;
EmitVertex();
gl_Position = p1+n12*0.2;
EmitVertex();
gl_Position = p2+n21*0.2;
EmitVertex();
gl_Position = p2+n22*0.2;
EmitVertex();
EndPrimitive();
}
The task of the geometry shader is to convert a line strip into triangle strip. This is what I get for a line strip spiral:
I want to have the triangle strip normal always pointing in the viewer direction and get a even thickness. Of course it has to be less thick further away.
I need to rotate the n11,n12,n21,n22 so they are parallel to the view plane:
I would probably need to manipulate v0,v1,v2 with projMatrix and mvMatrix? Thanks!
Upvotes: 0
Views: 488
Reputation: 147
I don't get good results with this code. I guess it has something to do with the mvMatrix applied in the vertex shader and then using it again in right and up vectors.
I come up with a new code that works relatively well:
Vertex shader:
#version 150 core
attribute vec4 vertex;
varying vec3 vert;
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
uniform vec3 camPos;
void main() {
vert = vertex.xyz;
gl_Position = vertex;
}
Geometry shader:
#version 150 core
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
uniform vec3 camPos;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 6) out;
void main() {
vec4 p0 = gl_in[0].gl_Position;
vec4 p1 = gl_in[1].gl_Position;
vec4 p2 = gl_in[2].gl_Position;
vec4 p3 = gl_in[3].gl_Position;
vec3 forward1 = normalize(camPos - p1.xyz);
vec3 forward2 = normalize(camPos - p2.xyz);
vec3 v0 = normalize(vec3(p1-p0));
vec3 v1 = normalize(vec3(p2-p1));
vec3 v2 = normalize(vec3(p3-p2));
vec3 v0p1 = normalize(v0-(dot(v0,forward1))*forward1);
vec3 v1p1 = normalize(v1-(dot(v1,forward1))*forward1);
vec3 v1p2 = normalize(v1-(dot(v1,forward2))*forward2);
vec3 v2p2 = normalize(v2-(dot(v2,forward2))*forward2);
vec3 n0p1 = normalize(cross(v0p1,forward1));
vec3 n1p1 = normalize(cross(v1p1,forward1));
vec3 n1p2 = normalize(cross(v1p2,forward2));
vec3 n2p2 = normalize(cross(v2p2,forward2));
vec3 n11 = normalize(n0p1+n1p1);
vec3 n12 = -n11;
//if (n11[0]<0){
//n11 = n12;
//n12 = -n11;
// }
vec3 n21 = normalize(n1p2+n2p2);
vec3 n22 = -n21;
//if (n21[0]<0){
// n21 = n22;
//n22 = -n21;
// }
gl_Position = projMatrix * mvMatrix * vec4(p1.xyz+n11*0.2,1.0);
EmitVertex();
gl_Position = projMatrix * mvMatrix * vec4(p1.xyz+n12*0.2,1.0);
EmitVertex();
// EndPrimitive();
gl_Position = projMatrix * mvMatrix * vec4(p2.xyz+n21*0.2,1.0);
EmitVertex();
gl_Position = projMatrix * mvMatrix * vec4(p2.xyz+n22*0.2,1.0);
EmitVertex ();
EndPrimitive();
// gl_Position = projMatrix * mvMatrix * p1;
// EmitVertex();
// gl_Position = projMatrix * mvMatrix * p2;
// EmitVertex ();
// EndPrimitive();
}
I work without the matrixes applied. And I basiclly just included eye to point vector. So everything on screen seems turned to the eye.
Upvotes: 0
Reputation: 43389
The projection matrix should not be applied to the vertex shader, I would do this all in view-space and then transform the final result into clip-space in the geometry shader. This avoids having to divide everything by W in the geometry shader.
You want to screen-align each of your triangles, which is very easy to do in a geometry shader (this is effectively billboarding). Pull the right/up vectors out of your ModelView matrix and then use those to calculate the offset in X and Y.
// Right = Column 0
vec3 right = vec3 (mvMatrix [0][0],
mvMatrix [1][0],
mvMatrix [2][0]);
// Up = Column 1
vec3 up = vec3 (mvMatrix [0][1],
mvMatrix [1][1],
mvMatrix [2][1]);
//
// Screen-align everything, and give a width of 0.4
//
gl_Position = projMatrix * ((p1+n11*0.2) - vec4 ((right + up) * 0.2, 0.0));
EmitVertex();
gl_Position = projMatrix * ((p1+n12*0.2) - vec4 ((right - up) * 0.2, 0.0));
EmitVertex();
gl_Position = projMatrix * ((p2+n21*0.2) + vec4 ((right - up) * 0.2, 0.0));
EmitVertex();
gl_Position = projMatrix * ((p2+n22*0.2) + vec4 ((right + up) * 0.2, 0.0));
EmitVertex ();
Upvotes: 1