Got generation of circular quads working.

This commit is contained in:
Faerbit 2015-02-28 00:00:30 +01:00
parent b974508683
commit 086713341b

View File

@ -4,17 +4,35 @@ uniform mat4 viewProjectionMatrix;
uniform float time; uniform float time;
layout(points) in; layout(points) in;
layout(triangle_strip, max_vertices = 3) out; layout(triangle_strip, max_vertices = 64) out;
const float PI = 3.1415926;
void main() { void main() {
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * vec4(-0.5, 0.0, 0.0, 0.0); float resolution = 5.0;
for (int i = 0; i<resolution; i++) {
float leftAngle = PI * 2.0 / resolution * i;
float rightAngle = PI * 2.0 / resolution * (i+1);
float downRadius = 1.0;
float upRadius = 2.0;
vec4 offset = vec4(cos(leftAngle) * downRadius, 0.0, -sin(leftAngle) * downRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex(); EmitVertex();
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * vec4(0.5, 0.0, 0.0, 0.0); offset = vec4(cos(leftAngle) * upRadius, 1.0, -sin(leftAngle) * upRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex(); EmitVertex();
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * vec4(0.0, 2.0 + sin(time), 0.0, 0.0); offset = vec4(cos(rightAngle) * downRadius, 0.0, -sin(rightAngle) * downRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex();
offset = vec4(cos(rightAngle) * upRadius, 1.0, -sin(rightAngle) * upRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex(); EmitVertex();
EndPrimitive(); EndPrimitive();
}
} }