separate shader for stretched Sol, to avoid glitches

This commit is contained in:
Zeno Rogue 2019-10-04 13:03:50 +02:00
parent ac8b866978
commit ec465b2afc
3 changed files with 56 additions and 10 deletions

View File

@ -292,6 +292,8 @@ void display_data::set_projection(int ed) {
shaderside_projection = false;
glhr::new_shader_projection = glhr::shader_projection::standard;
bool in_solnih = false;
if(vid.consider_shader_projection && pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1) && MDIM == 3)
shaderside_projection = true;
@ -312,10 +314,15 @@ void display_data::set_projection(int ed) {
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardR3, pers3 = true;
if(GDIM == 3 && apply_models && pmodel == mdPerspective && in_h2xe())
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardEH2, pers3 = true;
if(GDIM == 3 && apply_models && pmodel == mdGeodesic && sol)
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardSolv, pers3 = true;
if(GDIM == 3 && apply_models && pmodel == mdGeodesic && nih)
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardNIH, pers3 = true;
if(GDIM == 3 && apply_models && pmodel == mdGeodesic && solnih) {
shaderside_projection = true, pers3 = true, in_solnih = true;
if(sol && nih)
glhr::new_shader_projection = glhr::shader_projection::standardSolvNIH;
else if(sol)
glhr::new_shader_projection = glhr::shader_projection::standardSolv;
else
glhr::new_shader_projection = glhr::shader_projection::standardNIH;
}
if(GDIM == 3 && apply_models && pmodel == mdGeodesic && sl2)
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardSL2, pers3 = true;
if(GDIM == 3 && apply_models && pmodel == mdGeodesic && nil)
@ -335,7 +342,7 @@ void display_data::set_projection(int ed) {
if(pmodel == mdRug) return;
#if CAP_SOLV
if(among(glhr::new_shader_projection, glhr::shader_projection::standardSolv, glhr::shader_projection::standardNIH)) {
if(in_solnih) {
auto &tab = solnihv::get_tabled();
GLuint invexpid = tab.get_texture_id();

View File

@ -534,6 +534,44 @@ EX namespace solnihv {
"return res;"
"}";
EX string shader_nsymsol = solnihv::common + R"*(
vec4 inverse_exp(vec4 h) {
float ix = h[0] >= 0. ? x_to_ix(h[0]) : x_to_ix(-h[0]);
float iy = h[1] >= 0. ? x_to_ix(h[1]) : x_to_ix(-h[1]);
float iz = (tanh(h[2]/4.)+1.) / 2.;
vec4 res;
float cx = ix*(1.-1./PRECX) + .5/PRECX;
float cy = iy*(1.-1./PRECY) + .5/PRECY;
float cz = iz*(1.-1./PRECZ) + .5/PRECZ;
if(ix > .65 && iy > .5 && iz > .45 && iz < .55)
res = vec4(0.,0.,0.,1.);
else if(ix > .55 && iy > .75 && ix < .7 && iz > .45 && iz < .55)
res = vec4(0.,0.,0.,1.);
else if(ix > .45 && iy > .75 && ix < .7 && iz > .4 && iz < .5)
res = vec4(0.,0.,0.,1.);
else if(ix > .85 && iy > .5 && iz > .55 && iz < .75)
res = vec4(0.,0.,0.,1.);
else if(ix > .7 && iy > .55 && iz > .42 && iz < .58)
res = vec4(0.,0.,0.,1.);
else if(iz > 0.45 && ix > 0.8 && iy > 0.3 && iy < 0.6)
res = vec4(0.,0.,0.,1.);
else if(iz > 0.45 && ix > 0.8 && iy > 0.3 && iy < 0.6)
res = vec4(0.,0.,0.,1.);
else if(iz > .4 && iz < .55 && ix > .7 && iy > .36 && iy < .5 && ix < .8 && ix+iy > 1.2)
res = vec4(0.,0.,0.,1.);
else res = texture3D(tInvExpTable, vec3(cx, cy, cz));
if(h[0] < 0.) res[0] = -res[0];
if(h[1] < 0.) res[1] = -res[1];
return res;
})*";
EX string shader_nsym = solnihv::common +
"vec4 inverse_exp(vec4 h) {"

View File

@ -53,8 +53,8 @@ glvertex pointtogl(const hyperpoint& t);
enum class shader_projection { standard, band, halfplane, standardH3, standardR3,
standardS30, standardS31, standardS32, standardS33,
ball, halfplane3, band3, flatten, standardSolv, standardNil,
standardEH2, standardSL2, standardNIH,
ball, halfplane3, band3, flatten, standardSolv, standardNil,
standardEH2, standardSL2, standardNIH, standardSolvNIH,
MAX
};
@ -689,7 +689,9 @@ void init() {
bool hp = among(sp, shader_projection::halfplane, shader_projection::halfplane3);
bool sh3 = (sp == shader_projection::standardH3);
bool ssol = (sp == shader_projection::standardSolv);
bool ssln = (sp == shader_projection::standardSolvNIH);
bool snih = (sp == shader_projection::standardNIH);
bool sson = ssol || ssln || snih;
bool snil = (sp == shader_projection::standardNil);
bool ssl2 = (sp == shader_projection::standardSL2);
bool sr3 = (sp == shader_projection::standardR3);
@ -700,14 +702,12 @@ void init() {
bool seh2 = (sp == shader_projection::standardEH2);
bool ss3 = ss30 || ss31 || ss32 || ss33;
bool s3 = (sh3 || sr3 || ss3 || ssol || snil || seh2 || ssl2 || snih);
bool s3 = (sh3 || sr3 || ss3 || sson || snil || seh2 || ssl2);
bool dim3 = s3 || among(sp, shader_projection::ball, shader_projection::halfplane3, shader_projection::band3);
bool dim2 = !dim3;
bool ball = (sp == shader_projection::ball);
bool flatten = (sp == shader_projection::flatten);
bool sson = ssol || snih;
if(sson && !CAP_SOLV) continue;
programs[i][j] = new GLprogram(stringbuilder(
@ -759,6 +759,7 @@ void init() {
#if CAP_SOLV
ssol, solnihv::shader_symsol,
snih, solnihv::shader_nsym,
ssln, solnihv::shader_nsymsol,
#endif
snil, nilv::nilshader,
ssl2, slr::slshader,