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tubes.geom
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tubes.geom
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/*
* tubes.geom
*
* Copyright (c) 2015-2016 Dany Vohl, David G. Barnes, Christopher J. Fluke,
* Yuri Benovitski, Tsz Ho Wong, Owen L Kaluza, Toan D. Nguyen.
*
* This file is part of encube.
*
* encube is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* encube is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with encube. If not, see <http://www.gnu.org/licenses/>.
*
* We would appreciate it if research outcomes using encube would
* provide the following acknowledgement:
*
* "Visual analytics of multidimensional data was conducted with encube."
*
* and a reference to
*
* Dany Vohl, David G. Barnes, Christopher J. Fluke, Govinda Poudel, Nellie Georgiou-Karistianis,
* Amr H. Hassan, Yuri Benovitski, Tsz Ho Wong, Owen L Kaluza, Toan D. Nguyen, C. Paul Bonnington. (2016).
* Large-scale comparative visualisation of sets of multidimensional data. PeerJ Computer Science, In Press.
*
*/
#version 400
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 32) out;
uniform mat4 uPMatrix;
uniform mat4 uMVMatrix;
uniform mat4 uMVPMatrix;
uniform mat4 uNormalMatrix;
uniform float uRadius;
flat in float drawFlag[];
in vec4 vColour[];
out vec3 fVertex;
out vec4 fColour;
flat out vec3 end0;
flat out vec3 end1;
flat out vec3 planeN0;
flat out vec3 planeN1;
mat3 nMatrix = mat3(uNormalMatrix);
const int slices = 4; // must be 4
const float parallel_error = 0.01;
void findUpNSideNormals(out vec3 up, out vec3 side, in vec3 v)
{
if(abs(v.x) <= abs(v.y) && abs(v.x) <= abs(v.z)) side = vec3(1, 0, 0);
else if(abs(v.y) <= abs(v.x) && abs(v.y) <= abs(v.z)) side = vec3(0, 1, 0);
else side = vec3(0, 0, 1);
up = normalize(cross(side, v));
side = normalize(cross(v, up));
}
void main()
{
if(drawFlag[1] == 0) return;
vec3 p0, p1, p2, p3, ldir;
vec3 fn0, fn1, fup0, fup1, fside0, fside1;
p0 = (uMVMatrix * gl_in[0].gl_Position).xyz; p1 = (uMVMatrix * gl_in[1].gl_Position).xyz;
p2 = (uMVMatrix * gl_in[2].gl_Position).xyz; p3 = (uMVMatrix * gl_in[3].gl_Position).xyz;
// tuboid direction
fn0 = fn1 = ldir = normalize(p2-p1);
if(drawFlag[0] == 1)
{
vec3 ldir_left = normalize(p1-p0);
fn0 = normalize(ldir_left + ldir);
}
if(drawFlag[2] == 1)
{
vec3 ldir_right = normalize(p3-p2);
fn1 = normalize(ldir + ldir_right);
}
// pass geometry in eyespace to fragment shader
end0 = p1;
end1 = p2;
planeN0 = fn0;
planeN1 = fn1;
// do the calculation again but in the world space
p0 = gl_in[0].gl_Position.xyz; p1 = gl_in[1].gl_Position.xyz;
p2 = gl_in[2].gl_Position.xyz; p3 = gl_in[3].gl_Position.xyz;
// tuboid direction
fn0 = fn1 = ldir = normalize(p2-p1);
if(drawFlag[0] == 1)
{
vec3 ldir_left = normalize(p1-p0);
fn0 = normalize(ldir_left + ldir);
}
if(drawFlag[2] == 1)
{
vec3 ldir_right = normalize(p3-p2);
fn1 = normalize(ldir + ldir_right);
}
findUpNSideNormals(fup0, fside0, fn0);
findUpNSideNormals(fup1, fside1, fn1);
vec3 cs0[slices], cs1[slices];
cs0[0] = fup0;
cs0[1] = fside0;
cs0[2] = -fup0;
cs0[3] = -fside0;
cs1[0] = fup1;
cs1[1] = fside1;
cs1[2] = -fup1;
cs1[3] = -fside1;
// fix the flipping artifacts
int offset = 0;
float dotval = 0;
for(int i = 0; i < slices; i++)
{
float tmpdotval = abs(dot(normalize(cs1[i] - cs0[0]), ldir));
if(tmpdotval > dotval)
{
dotval = tmpdotval;
offset = i;
}
}
/*
// generate a cuboid (8 triangles)
for(int i = 0; i <= slices; i++)
{
vec3 v1 = cs0[i%slices];
vec3 v2 = cs1[(i+offset)%slices];
fVertex = vec3(uMVMatrix * vec4(p1 + v1 * uRadius, 1));
fColour = vColour[1];
gl_Position = uMVPMatrix * vec4(p1 + v1 * uRadius, 1);
EmitVertex();
fVertex = vec3(uMVMatrix * vec4(p2 + v2 * uRadius, 1));
fColour = vColour[2];
gl_Position = uMVPMatrix * vec4(p2 + v2 * uRadius, 1);
EmitVertex();
}
EndPrimitive();
*/
// generate two vertical planes (4 triangles)
for(int i = 0; i < 2; i++)
{
vec3 v0 = cs0[i];
vec3 v1 = cs1[(i+offset)%slices];
vec3 v2 = cs0[i+2];
vec3 v3 = cs1[(i+2+offset)%slices];
fVertex = vec3(uMVMatrix * vec4(p1 + v0 * uRadius, 1));
fColour = vColour[1];
gl_Position = uMVPMatrix * vec4(p1 + v0 * uRadius, 1);
EmitVertex();
fVertex = vec3(uMVMatrix * vec4(p2 + v1 * uRadius, 1));
fColour = vColour[2];
gl_Position = uMVPMatrix * vec4(p2 + v1 * uRadius, 1);
EmitVertex();
fVertex = vec3(uMVMatrix * vec4(p1 + v2 * uRadius, 1));
fColour = vColour[1];
gl_Position = uMVPMatrix * vec4(p1 + v2 * uRadius, 1);
EmitVertex();
fVertex = vec3(uMVMatrix * vec4(p2 + v3 * uRadius, 1));
fColour = vColour[2];
gl_Position = uMVPMatrix * vec4(p2 + v3 * uRadius, 1);
EmitVertex();
EndPrimitive();
}
}