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render.frag
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#version 450 core
out vec4 fColor;
uniform vec2 iResolution;
uniform sampler2D Faces_Vertices;
uniform sampler2D Faces_Index;
uniform sampler2D Face_colors;
uniform sampler2D ourTexture;
uniform float Faces_len;
uniform float Faces_Vertices_rows;
uniform float iTime;
uniform vec2 iMouse;
uniform mat4 Proj;
uniform mat4 Camera_Matrix;
struct Ambientlight{
float intensity;
vec3 color;
};
struct shoot_information
{
float distance;
float face_id;
};
shoot_information s_info;
Ambientlight ambientlight;
//uniform Ambient_light ambient_light;
float det(mat3 m)
{
float sum=0;
sum+=m[0][0]*m[1][1]*m[2][2];
sum+=m[0][1]*m[1][2]*m[2][0];
sum+=m[0][2]*m[1][0]*m[2][1];
sum-=m[2][0]*m[1][1]*m[0][2];
sum-=m[2][1]*m[1][2]*m[0][0];
sum-=m[2][2]*m[1][0]*m[0][1];
return sum;
}
mat3 inverse(mat3 m)
{
mat3 re,re1;
re[0][0]=m[1][1]*m[2][2]-m[2][1]*m[1][2];
re[1][0]=-m[0][1]*m[2][2]+m[2][1]*m[0][2];
re[2][0]=m[0][1]*m[1][2]-m[1][1]*m[0][2];
re[0][1]=-m[1][0]*m[2][2]+m[1][2]*m[2][0];
re[1][1]=m[0][0]*m[2][2]-m[2][0]*m[0][2];
re[2][1]=-m[0][0]*m[1][2]+m[1][0]*m[0][2];
re[0][2]=m[1][0]*m[2][1]-m[2][0]*m[1][1];
re[1][2]=-m[0][0]*m[2][1]+m[2][0]*m[0][1];
re[2][2]=m[0][0]*m[1][1]-m[1][0]*m[0][1];
for(int i=0;i<3;i++)
{
for(int j=0;j<3;j++)
{
re1[i][j]=re[j][i];
}
}
float temp=det(m);
return re1/temp;
}
float from_Faces_Index_get_value(float temp_i)
{
float x=mod(temp_i,1000);
float y=floor(temp_i/1000.0);
return texture(Faces_Index,vec2(x/1000.0,y/(floor(Faces_len/1000.0)+1))).x;
}
vec3 from_Faces_Vertices_get_value(float temp_i)
{
float x=mod(temp_i,1000);
float y=floor(temp_i/1000.0);
return texture(Faces_Vertices,vec2(x/1000.0,y/(floor(Faces_Vertices_rows/1000.0)+1))).xyz;
}
void set_fColor(float te)
{
//vec2 uv=gl_FragCoord.xy/iResolution.xy;
//uv=2.0*(uv-0.5);
//float near=-1.0/(1.0/Proj[3][2]+Proj[2][2]/Proj[3][2]);
//float halfh=near/Proj[1][1],halfw=near/Proj[0][0];
// s_info.face_id=s_info.face_id+1.5;
//mat3 m,m_inverse;
//m[0][0]=1;m[1][0]=0;m[2][0]=3;
//m[0][1]=1;m[1][1]=-5;m[2][1]=6;
//m[0][2]=11;m[1][2]=0;m[2][2]=9;
//m_inverse=inverse(m);
//if(uv.x>0.5&&uv.y>0.5)
//{
//fColor=vec4(1.0,0.0,0.0,1.0);
//}
//else
//{
// float x=texture(Faces_Index,vec2(48.0/1000.0,0.0)).x;
//fColor=vec4(from_Faces_Vertices_get_value(5),1.0);
// fColor=vec4(s_info.face_id,from_Faces_Index_get_value(48)/255.0,te/255.0,1.0);
//}
fColor=vec4(te/255.0,s_info.face_id+1,s_info.face_id+1,1.0);
}
float chuli_coord(vec3 coord)
{
float state=step(2,step(2,step(0,coord.x)+step(0,coord.y))+step(0,-coord.z));
state=step(2,state+step(coord.x+coord.y,1));
state=step(2,state+step(-coord.z,s_info.distance));
return state;
//s_info.distance=state*(-coord.z)+(1-state)*s_info.distance;
}
vec3 get_affine_coord(vec3 a,vec3 b,vec3 c,vec3 origin,vec3 e3)
{
mat3 m;vec3 b1;
vec3 e1=b-a;
vec3 e2=c-a;
vec3 temp1=origin-a;
m[0][0]=dot(e1,e1);
m[1][0]=dot(e2,e1);
m[2][0]=dot(e3,e1);
m[1][1]=dot(e2,e2);
m[2][1]=dot(e3,e2);
m[2][2]=dot(e3,e3);
m[0][1]=m[1][0];
m[0][2]=m[2][0];
m[1][2]=m[2][1];
b1[0]=dot(temp1,e1);
b1[1]=dot(temp1,e2);
b1[2]=dot(temp1,e3);
return inverse(m)*b1;
}
void get_origin_radial(out vec3 dir)
{
vec2 uv=gl_FragCoord.xy/iResolution.xy;
uv=2.0*(uv-0.5);
float near=-1.0/(1.0/Proj[3][2]+Proj[2][2]/Proj[3][2]);
float halfh=near/Proj[1][1],halfw=near/Proj[0][0];
dir.x=halfw*uv.x;dir.y=halfh*uv.y;dir.z=near;
}
void shoot(vec3 origin,vec3 dir)
{
float temp_i=0;
float num=from_Faces_Index_get_value(temp_i);
int temp_num=0;
while(num>=1)
{
for(int i=0;i<num-2;i++)
{
vec3 a=from_Faces_Vertices_get_value(from_Faces_Index_get_value(temp_i+1));
vec3 b=from_Faces_Vertices_get_value(from_Faces_Index_get_value(temp_i+1+i+1));
vec3 c=from_Faces_Vertices_get_value(from_Faces_Index_get_value(temp_i+1+i+2));
vec4 a1=Camera_Matrix*vec4(a,1);
vec4 b1=Camera_Matrix*vec4(b,1);
vec4 c1=Camera_Matrix*vec4(c,1);
vec3 coord=get_affine_coord(a1.xyz,b1.xyz,c1.xyz,origin,dir);
float state=chuli_coord(coord);
s_info.distance=state*(-coord.z)+(1-state)*s_info.distance;
s_info.face_id=state*(temp_num)+(1-state)*s_info.face_id;
}
temp_i=temp_i+num+1;
num=from_Faces_Index_get_value(temp_i);
temp_num++;
}
set_fColor(step(0.2,0.3));
}
void init()
{
s_info.distance=10000;
s_info.face_id=-1;
ambientlight.color=vec3(0.2,0.3,0.3);
ambientlight.intensity=0.5;
}
void main()
{
init();
vec3 dir;
get_origin_radial(dir);
shoot(vec3(0,0,0),dir);
}
//float near=-1.0/(1.0/Proj[3][2]+Proj[2][2]/Proj[3][2]);
//float far=1.0/(1.0/Proj[3][2]-Proj[2][2]/Proj[3][2]);
//h=2*near/Proj[1][1]
//w=2*near*/Proj[0][0]