Merge pull request #6863 from lrineau/Polyhedron-demo_fix_display_of_protecting_spheres-GF

Polyhedron demo - Fix the display of protecting balls (second version)
This commit is contained in:
Laurent Rineau 2022-10-04 13:50:20 +02:00
commit 3a0a7fe34e
5 changed files with 146 additions and 5 deletions

View File

@ -217,9 +217,7 @@ void CGAL::QGLViewer::initializeGL() {
QSurfaceFormat cur_f = QOpenGLContext::currentContext()->format();
const char* rt =(cur_f.renderableType() == QSurfaceFormat::OpenGLES) ? "GLES" : "GL";
qDebug()<<"Using context "
<<cur_f.majorVersion()<<"."<<cur_f.minorVersion()
<< rt;
qDebug().noquote() <<tr("Using OpenGL context %1.%2 %3").arg(cur_f.majorVersion()).arg(cur_f.minorVersion()).arg(rt);
}
else
{

View File

@ -50,6 +50,7 @@
<file>resources/shader_instanced.vert</file>
<file>resources/shader_no_light_no_selection.frag</file>
<file>resources/shader_c3t3_spheres.vert</file>
<file>resources/shader_c3t3_spheres.frag</file>
<file>resources/shader_c3t3_edges.vert</file>
<file>resources/shader_c3t3_edges.frag</file>
<file>resources/shader_c3t3.vert</file>
@ -84,6 +85,7 @@
<file>resources/compatibility_shaders/shader_c3t3_edges.frag</file>
<file>resources/compatibility_shaders/shader_c3t3_edges.vert</file>
<file>resources/compatibility_shaders/shader_c3t3_spheres.vert</file>
<file>resources/compatibility_shaders/shader_c3t3_spheres.frag</file>
<file>resources/compatibility_shaders/shader_c3t3.frag</file>
<file>resources/compatibility_shaders/shader_c3t3.vert</file>
<file>resources/compatibility_shaders/shader_instanced.vert</file>

View File

@ -1359,9 +1359,9 @@ QOpenGLShaderProgram* Viewer::getShaderProgram(int name) const
case PROGRAM_CUTPLANE_SPHERES:
{
QOpenGLShaderProgram* program = isOpenGL_4_3()
? declare_program(name, ":/cgal/Polyhedron_3/resources/shader_c3t3_spheres.vert" , ":/cgal/Polyhedron_3/resources/shader_c3t3.frag")
? declare_program(name, ":/cgal/Polyhedron_3/resources/shader_c3t3_spheres.vert" , ":/cgal/Polyhedron_3/resources/shader_c3t3_spheres.frag")
: declare_program(name, ":/cgal/Polyhedron_3/resources/compatibility_shaders/shader_c3t3_spheres.vert" ,
":/cgal/Polyhedron_3/resources/compatibility_shaders/shader_c3t3.frag");
":/cgal/Polyhedron_3/resources/compatibility_shaders/shader_c3t3_spheres.frag");
program->setProperty("hasLight", true);
program->setProperty("hasNormals", true);
program->setProperty("hasCenter", true);

View File

@ -0,0 +1,69 @@
varying highp vec4 color;
varying highp vec4 fP;
varying highp vec3 fN;
uniform highp vec4 light_pos;
uniform highp vec4 light_diff;
uniform highp vec4 light_spec;
uniform highp vec4 light_amb;
uniform highp float spec_power ;
uniform int is_two_side;
uniform bool is_selected;
uniform highp float near;
uniform highp float far;
uniform highp float width;
uniform highp float height;
uniform bool comparing;
uniform bool writing;
uniform sampler2D sampler;
uniform highp float alpha;
highp float depth(float z)
{
return (2 * near) / (far + near - z * (far - near));
}
void main(void) {
float d = depth(gl_FragCoord.z);
float test = texture2D(sampler, vec2(gl_FragCoord.x/width, gl_FragCoord.y/height)).r;
if(comparing && d <= test)
discard;
if(writing)
gl_FragColor = vec4(d,d,d,1.0);
else
{
if(color.w<0.)
{
highp vec4 my_color = vec4(color.xyz, 1.);
highp vec3 L = light_pos.xyz - fP.xyz;
highp vec3 V = -fP.xyz;
highp vec3 N;
if(fN == vec3(0.0,0.0,0.0))
{
gl_FragColor = my_color;
return;
}
else
N = normalize(fN);
L = normalize(L);
V = normalize(V);
highp vec3 R = reflect(-L, N);
highp vec4 diffuse;
if(is_two_side == 1)
diffuse = abs(dot(N,L)) * light_diff * my_color;
else
diffuse = max(dot(N,L), 0.0) * light_diff * my_color;
highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
highp vec4 ret_color = vec4((my_color*light_amb).xyz + diffuse.xyz + specular.xyz,1);
if(is_selected)
gl_FragColor = vec4(ret_color.r+70.0/255.0, ret_color.g+70.0/255.0, ret_color.b+70.0/255.0, alpha);
else
gl_FragColor = vec4(ret_color.xyz, alpha);
}
else
discard;
}
}

View File

@ -0,0 +1,72 @@
#version 150
in vec4 color;
in vec4 fP;
in vec3 fN;
uniform vec4 light_pos;
uniform vec4 light_diff;
uniform vec4 light_spec;
uniform vec4 light_amb;
uniform float spec_power ;
uniform int is_two_side;
uniform bool is_selected;
uniform float near;
uniform float far;
uniform float width;
uniform float height;
uniform bool comparing;
uniform bool writing;
uniform sampler2D sampler;
uniform float alpha;
uniform bool is_surface;
uniform vec4 is_visible_bitset;
uniform bool is_filterable;
out vec4 out_color;
float depth(float z)
{
return (2 * near) / (far + near - z * (far - near));
}
void main(void) {
float d = depth(gl_FragCoord.z);
float test = texture(sampler, vec2(gl_FragCoord.x/width, gl_FragCoord.y/height)).r;
if(comparing && d <= test)
discard;
if(writing)
out_color = vec4(d,d,d,1.0);
else
{
if(color.w<0 || is_surface)
{
vec4 my_color = vec4(color.xyz, 1.);
vec3 L = light_pos.xyz - fP.xyz;
vec3 V = -fP.xyz;
vec3 N;
if(fN == vec3(0.0,0.0,0.0))
{
out_color = my_color;
return;
}
else
N = normalize(fN);
L = normalize(L);
V = normalize(V);
vec3 R = reflect(-L, N);
vec4 diffuse;
if(is_two_side == 1)
diffuse = abs(dot(N,L)) * light_diff * my_color;
else
diffuse = max(dot(N,L), 0.0) * light_diff * my_color;
vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
vec4 ret_color = vec4((my_color*light_amb).xyz + diffuse.xyz + specular.xyz,1);
if(is_selected)
out_color = vec4(ret_color.r+70.0/255.0, ret_color.g+70.0/255.0, ret_color.b+70.0/255.0, alpha);
else
out_color = vec4(ret_color.xyz, alpha);
}
else
discard;
}
}