diff options
author | Markus Mohrhard <markus.mohrhard@googlemail.com> | 2014-02-03 18:06:20 +0100 |
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committer | Markus Mohrhard <markus.mohrhard@googlemail.com> | 2014-02-03 18:28:04 +0100 |
commit | 27c1d4f2c4f55b67499d73fa7452a9a14a2aa948 (patch) | |
tree | d51bae39b3a2bdcdd01de4e943cd332a53a6399c /chart2/opengl | |
parent | b13185adbab4c18dbd691cf78083545b2874f2e8 (diff) |
working symbol rendering based on point sprites
This approach ahs several advantages compared to the old approach. There
is no UNO involved anymore and we have a perfect shape defined by a
mathematical formula. No need for anti-aliasing or complex calculations
on the CPU.
Change-Id: I5018eae516de3368037c4c293d937de66f38568d
Diffstat (limited to 'chart2/opengl')
-rw-r--r-- | chart2/opengl/symbolFragmentShader.glsl | 61 | ||||
-rw-r--r-- | chart2/opengl/symbolVertexShader.glsl | 3 |
2 files changed, 58 insertions, 6 deletions
diff --git a/chart2/opengl/symbolFragmentShader.glsl b/chart2/opengl/symbolFragmentShader.glsl index a84d83cfba48..2837f958af29 100644 --- a/chart2/opengl/symbolFragmentShader.glsl +++ b/chart2/opengl/symbolFragmentShader.glsl @@ -6,17 +6,70 @@ * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ -# + #version 120 varying vec4 fragmentColor; +uniform int shape; void main() { vec2 p = gl_PointCoord * 2.0 - vec2(1.0); // (0,0) in the center - if (abs(p.x) < abs(p.y)) - discard; - + if(shape == 0) + { + } + else if(shape == 1) //diamon + { + if (abs(p.x) + abs(p.y) > 1) + discard; + } + else if(shape == 2) // arrow + { + if(p.y < 0 && (abs(p.x) + abs(p.y)) > 1) + discard; + else if(p.y > 0 && abs(p.x) > 0.5) + discard; + } + else if(shape == 3) //arrow up + { + if(p.y > 0 && (abs(p.x) + abs(p.y)) > 1) + discard; + else if(p.y < 0 && abs(p.x) > 0.5) + discard; + } + else if(shape == 4) + { + if(p.x > 0 && (abs(p.x) + abs(p.y)) > 1) + discard; + else if(p.x < 0 && abs(p.y) > 0.5) + discard; + } + else if(shape == 5) + { + if(p.x < 0 && (abs(p.x) + abs(p.y)) > 1) + discard; + else if(p.x > 0 && abs(p.y) > 0.5) + discard; + } + else if(shape == 6) + { + if(abs(p.x) < abs(p.y)) + discard; + } + else if(shape == 7) + { + if(abs(p.y) < abs(p.x)) + discard; + } + else if(shape == 8) + { + if(dot(p.x, p.y) > 1) + discard; + } + else if(shape == 9) + { + } + gl_FragColor = fragmentColor; } diff --git a/chart2/opengl/symbolVertexShader.glsl b/chart2/opengl/symbolVertexShader.glsl index e1bbec9bc202..3cf9f41ef21b 100644 --- a/chart2/opengl/symbolVertexShader.glsl +++ b/chart2/opengl/symbolVertexShader.glsl @@ -16,9 +16,8 @@ varying vec4 fragmentColor; void main() { - gl_Position = MVP * vec4(vPosition, 1); + gl_Position = MVP * vec4(vPosition, 1); fragmentColor = vColor; - gl_PointSize = 10.0; } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |