Cleanup: indentation

This commit is contained in:
Campbell Barton 2016-05-24 20:29:59 +10:00
parent e1dd83b399
commit 800de8bffd
2 changed files with 59 additions and 59 deletions

@ -24,72 +24,72 @@ uniform int stipple_factor;
void main(void) void main(void)
{ {
vec2 window_size = viewport.zw; vec2 window_size = viewport.zw;
vec4 start = gl_in[0].gl_Position; vec4 start = gl_in[0].gl_Position;
vec4 end = gl_in[1].gl_Position; vec4 end = gl_in[1].gl_Position;
#if PASSTHROUGH #if PASSTHROUGH
gl_Position = start; EmitVertex(); gl_Position = start; EmitVertex();
gl_Position = end; EmitVertex(); gl_Position = end; EmitVertex();
EndPrimitive(); EndPrimitive();
return; return;
#endif #endif
/* t = 0 t = ~(len(end - start) + 2*line_width) /* t = 0 t = ~(len(end - start) + 2*line_width)
* A-------------------------------------B * A-------------------------------------B
* | | | | * | | | |
* | side | | * | side | |
* | | | | * | | | |
* |--axis--*start--------------*end-----| * |--axis--*start--------------*end-----|
* | | | | * | | | |
* | | | | * | | | |
* | | | | * | | | |
* D-------------------------------------C * D-------------------------------------C
*/ */
/* Clip the line before homogenization. /* Clip the line before homogenization.
* Compute line start and end distances to nearplane in clipspace * Compute line start and end distances to nearplane in clipspace
* Distances are t0 = dot(start, plane) and t1 = dot(end, plane) * Distances are t0 = dot(start, plane) and t1 = dot(end, plane)
*/ */
float t0 = start.z + start.w; float t0 = start.z + start.w;
float t1 = end.z + end.w; float t1 = end.z + end.w;
if (t0 < 0.0) { if (t0 < 0.0) {
if (t1 < 0.0) { if (t1 < 0.0) {
return; return;
} }
start = mix(start, end, (0 - t0) / (t1 - t0)); start = mix(start, end, (0 - t0) / (t1 - t0));
} }
if (t1 < 0.0) { if (t1 < 0.0) {
end = mix(start, end, (0 - t0) / (t1 - t0)); end = mix(start, end, (0 - t0) / (t1 - t0));
} }
/* Compute line axis and side vector in screen space */ /* Compute line axis and side vector in screen space */
vec2 startInNDC = start.xy / start.w; /* clip to NDC: homogenize and drop z */ vec2 startInNDC = start.xy / start.w; /* clip to NDC: homogenize and drop z */
vec2 endInNDC = end.xy / end.w; vec2 endInNDC = end.xy / end.w;
vec2 lineInNDC = endInNDC - startInNDC; vec2 lineInNDC = endInNDC - startInNDC;
vec2 lineInScreen = lineInNDC * window_size; /* ndc to screen (direction vector) */ vec2 lineInScreen = lineInNDC * window_size; /* ndc to screen (direction vector) */
vec2 axisInScreen = normalize(lineInScreen); vec2 axisInScreen = normalize(lineInScreen);
vec2 sideInScreen = vec2(-axisInScreen.y, axisInScreen.x); /* rotate */ vec2 sideInScreen = vec2(-axisInScreen.y, axisInScreen.x); /* rotate */
vec2 axisInNDC = axisInScreen / window_size; /* screen to NDC */ vec2 axisInNDC = axisInScreen / window_size; /* screen to NDC */
vec2 sideInNDC = sideInScreen / window_size; vec2 sideInNDC = sideInScreen / window_size;
vec4 axis = vec4(axisInNDC, 0.0, 0.0) * line_width; /* NDC to clip (delta vector) */ vec4 axis = vec4(axisInNDC, 0.0, 0.0) * line_width; /* NDC to clip (delta vector) */
vec4 side = vec4(sideInNDC, 0.0, 0.0) * line_width; vec4 side = vec4(sideInNDC, 0.0, 0.0) * line_width;
vec4 A = (start + (side - axis) * start.w); vec4 A = (start + (side - axis) * start.w);
vec4 B = (end + (side + axis) * end.w); vec4 B = (end + (side + axis) * end.w);
vec4 C = (end - (side - axis) * end.w); vec4 C = (end - (side - axis) * end.w);
vec4 D = (start - (side + axis) * start.w); vec4 D = (start - (side + axis) * start.w);
/* There is no relation between lines yet */ /* There is no relation between lines yet */
/* TODO Pass here t0 to make continuous pattern. */ /* TODO Pass here t0 to make continuous pattern. */
t0 = 0; t0 = 0;
t1 = (length(lineInScreen) + 2*line_width)/ (2*line_width * stipple_factor); t1 = (length(lineInScreen) + 2 * line_width) / (2 * line_width * stipple_factor);
gl_Position = A; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex(); gl_Position = A; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
gl_Position = D; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex(); gl_Position = D; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
gl_Position = B; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex(); gl_Position = B; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
gl_Position = C; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex(); gl_Position = C; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
EndPrimitive(); EndPrimitive();
} }
#else #else

@ -1,6 +1,6 @@
void main() void main()
{ {
gl_Position = ftransform(); gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
} }