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product:: shader-side H2xE
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19
shaders.cpp
19
shaders.cpp
@@ -53,6 +53,7 @@ glvertex pointtogl(const hyperpoint& t);
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enum class shader_projection { standard, band, halfplane, standardH3, standardR3,
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standardS30, standardS31, standardS32, standardS33,
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ball, halfplane3, band3, flatten, standardSolv, standardNil,
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standardEH2,
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MAX
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};
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@@ -639,9 +640,10 @@ void init() {
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bool ss31 = (sp == shader_projection::standardS31);
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bool ss32 = (sp == shader_projection::standardS32);
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bool ss33 = (sp == shader_projection::standardS33);
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bool seh2 = (sp == shader_projection::standardEH2);
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bool ss3 = ss30 || ss31 || ss32 || ss33;
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bool s3 = (sh3 || sr3 || ss3 || ssol || snil);
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bool s3 = (sh3 || sr3 || ss3 || ssol || snil || seh2);
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bool dim3 = s3 || among(sp, shader_projection::ball, shader_projection::halfplane3, shader_projection::band3);
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bool dim2 = !dim3;
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bool ball = (sp == shader_projection::ball);
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@@ -734,10 +736,21 @@ void init() {
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ssol, "float ad = (d == 0.) ? 0. : (d < 1.) ? min(atanh(d), 10.) : 10.; ",
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ssol, "float m = ad / d / 11.; t[0] *= m; t[1] *= m; t[2] *= m; ",
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snil, "t = inverse_exp(t);",
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seh2, "float z = log(t[2] * t[2] - t[0] * t[0] - t[1] * t[1]) / 2.;",
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seh2, "float r = sqrt(t[0] * t[0] + t[1] * t[1]);",
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seh2, "float t2 = t[2] / exp(z);",
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seh2, "float d = t2 >= 1. ? acosh(t2) : 0.;",
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seh2, "if(r != 0.) r = d / r;",
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seh2, "t[0] = t[0] * r;",
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seh2, "t[1] = t[1] * r;",
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seh2, "t[2] = z;",
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sh3, "float fogs = (uFogBase - acosh(t[3]) / uFog);",
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sr3||snil, "float fogs = (uFogBase - sqrt(t[0]*t[0] + t[1]*t[1] + t[2]*t[2]) / uFog);",
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ssol, "float fogs = (uFogBase - ad / uFog);",
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seh2, "float fogs = (uFogBase - sqrt(z*z+d*d) / uFog);",
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ss30, "float fogs = (uFogBase - (6.284 - acos(t[3])) / uFog); t = -t; ",
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ss31, "float fogs = (uFogBase - (6.284 - acos(t[3])) / uFog); t.xyz = -t.xyz; ",
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@@ -746,7 +759,7 @@ void init() {
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s3, "vColor.xyz = vColor.xyz * fogs + uFogColor.xyz * (1.0-fogs);",
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sh3 || sr3 || ssol || ball,"t[3] = 1.0;",
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sh3 || sr3 || ssol || ball || seh2,"t[3] = 1.0;",
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band || hp || s3 || ball,"gl_Position = uP * t;",
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dim3 && !s3, "vColor.xyz = vColor.xyz * (0.5 - gl_Position.z / 2.0) + uFogColor.xyz * (0.5 + gl_Position.z / 2.0);",
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