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ok it's a fairly pretty demo now
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grhp committed Feb 19, 2012
1 parent d8b791c commit 9897451
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Showing 2 changed files with 44 additions and 6 deletions.
21 changes: 17 additions & 4 deletions demo-DistancePicking.c
Expand Up @@ -31,6 +31,7 @@ struct {
GLuint QueryObject;
GLuint LitProgram;
GLuint QuadProgram;
GLuint SoftProgram;
GLuint SpriteProgram;
GLuint ErodeProgram;
GLuint QuadVao;
Expand Down Expand Up @@ -80,6 +81,7 @@ void PezInitialize()

// Compile shaders
Globals.QuadProgram = LoadProgram("Quad.VS", 0, "Quad.FS");
Globals.SoftProgram = LoadProgram("Quad.VS", 0, "Soft.FS");
Globals.SpriteProgram = LoadProgram("Sprite.VS", "Sprite.GS", "Sprite.FS");
Globals.ErodeProgram = LoadProgram("Quad.VS", 0, "Erode.FS");
Globals.LitProgram = LoadProgram("Lit.VS", 0, "Lit.FS");
Expand Down Expand Up @@ -197,20 +199,31 @@ void PezRender()
// Draw the backbuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glUseProgram(Globals.QuadProgram);
glBindVertexArray(Globals.QuadVao);
glDisable(GL_DEPTH_TEST);
if (Globals.IsDragging) {
glUseProgram(Globals.QuadProgram);
glBindVertexArray(Globals.QuadVao);
glBindTexture(GL_TEXTURE_2D, Globals.DistanceTextures[0]);
glUniform3f(u("Scale"),
1.0f / PezGetConfig().Width,
1.0f / PezGetConfig().Width,
1.0f / 100.0f );
} else {
glUseProgram(Globals.SoftProgram);
glBindVertexArray(Globals.QuadVao);
glUniform2f(u("InverseViewport"), 1.0f / w, 1.0f / h);
glUniform1i(u("ColorTexture"), 0);
glUniform1i(u("DistanceTexture"), 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Globals.ColorTexture);
glUniform3f(u("Scale"), 1.0f, 1.0f, 1.0f);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Globals.DistanceTextures[0]);
}
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);

// Leave early if we don't have a valid mouse position yet
Expand Down
29 changes: 27 additions & 2 deletions demo-DistancePicking.glsl
Expand Up @@ -22,6 +22,33 @@ void main()
FragColor = vec4(Scale, 1) * texture(Sampler, vTexCoord);
}

-- Soft.FS

in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D ColorTexture;
uniform sampler2D DistanceTexture;
uniform vec2 InverseViewport;

void main()
{
FragColor = texture(ColorTexture, vTexCoord);

// White silhouette:
float D = texture(DistanceTexture, vTexCoord).z;
if (D != 0) {
D /= 15.0;
D = clamp(1 - D, 0, 1);
vec3 L = vec3(1,1,1);
vec3 C = L*D + vec3(0,0.25,0.5);
FragColor = vec4(C, 1);
}

// Vignette dimming:
float d = distance(vTexCoord, vec2(0.5,0.5));
FragColor *= 1-0.75*d;
}

-- Erode.FS

layout(location = 1) out vec3 DistanceMap;
Expand All @@ -44,8 +71,6 @@ void main()
float B = min(min(A, e), w);

if (A == B) {
//DistanceMap = A3;
//return;
discard;
}

Expand Down

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