Added debug display with arrows of velocity buffer
This commit is contained in:
117
Resources/Shaders/displayVelocity.shader
Normal file
117
Resources/Shaders/displayVelocity.shader
Normal file
@@ -0,0 +1,117 @@
|
||||
#shader vertex
|
||||
#version 440 core
|
||||
|
||||
layout(location = 0) in vec3 VertexPosition;
|
||||
layout(location = 1) in vec2 UVPosition;
|
||||
|
||||
out flat vec2 UV;
|
||||
|
||||
void main()
|
||||
{
|
||||
UV = UVPosition;
|
||||
gl_Position = vec4(VertexPosition, 1.0f);
|
||||
}
|
||||
|
||||
#shader fragment
|
||||
#version 440 core
|
||||
|
||||
uniform sampler2D u_Source;
|
||||
uniform vec2 u_Resolution;
|
||||
in vec2 UV;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
const float PI = 3.1415927;
|
||||
|
||||
|
||||
|
||||
const int ARROW_V_STYLE = 1;
|
||||
const int ARROW_LINE_STYLE = 2;
|
||||
|
||||
// Choose your arrow head style
|
||||
const int ARROW_STYLE = ARROW_LINE_STYLE;
|
||||
const float ARROW_TILE_SIZE = 64.0;
|
||||
|
||||
// How sharp should the arrow head be? Used
|
||||
const float ARROW_HEAD_ANGLE = 45.0 * PI / 180.0;
|
||||
|
||||
// Used for ARROW_LINE_STYLE
|
||||
const float ARROW_HEAD_LENGTH = ARROW_TILE_SIZE / 6.0;
|
||||
const float ARROW_SHAFT_THICKNESS = 3.0;
|
||||
|
||||
|
||||
|
||||
// Computes the center pixel of the tile containing pixel pos
|
||||
vec2 arrowTileCenterCoord(vec2 pos) {
|
||||
return (floor(pos / ARROW_TILE_SIZE) + 0.5) * ARROW_TILE_SIZE;
|
||||
}
|
||||
|
||||
|
||||
// v = field sampled at tileCenterCoord(p), scaled by the length
|
||||
// desired in pixels for arrows
|
||||
// Returns 1.0 where there is an arrow pixel.
|
||||
float arrow(vec2 p, vec2 v) {
|
||||
// Make everything relative to the center, which may be fractional
|
||||
p -= arrowTileCenterCoord(p);
|
||||
|
||||
float mag_v = length(v), mag_p = length(p);
|
||||
|
||||
if (mag_v > 0.0) {
|
||||
// Non-zero velocity case
|
||||
vec2 dir_p = p / mag_p, dir_v = v / mag_v;
|
||||
|
||||
// We can't draw arrows larger than the tile radius, so clamp magnitude.
|
||||
// Enforce a minimum length to help see direction
|
||||
mag_v = clamp(mag_v, 5.0, ARROW_TILE_SIZE / 2.0);
|
||||
|
||||
// Arrow tip location
|
||||
v = dir_v * mag_v;
|
||||
|
||||
// Define a 2D implicit surface so that the arrow is antialiased.
|
||||
// In each line, the left expression defines a shape and the right controls
|
||||
// how quickly it fades in or out.
|
||||
|
||||
float dist;
|
||||
if (ARROW_STYLE == ARROW_LINE_STYLE) {
|
||||
// Signed distance from a line segment based on https://www.shadertoy.com/view/ls2GWG by
|
||||
// Matthias Reitinger, @mreitinger
|
||||
|
||||
// Line arrow style
|
||||
dist =
|
||||
max(
|
||||
// Shaft
|
||||
ARROW_SHAFT_THICKNESS / 4.0 -
|
||||
max(abs(dot(p, vec2(dir_v.y, -dir_v.x))), // Width
|
||||
abs(dot(p, dir_v)) - mag_v + ARROW_HEAD_LENGTH / 2.0), // Length
|
||||
|
||||
// Arrow head
|
||||
min(0.0, dot(v - p, dir_v) - cos(ARROW_HEAD_ANGLE / 2.0) * length(v - p)) * 2.0 + // Front sides
|
||||
min(0.0, dot(p, dir_v) + ARROW_HEAD_LENGTH - mag_v)); // Back
|
||||
} else {
|
||||
// V arrow style
|
||||
dist = min(0.0, mag_v - mag_p) * 2.0 + // length
|
||||
min(0.0, dot(normalize(v - p), dir_v) - cos(ARROW_HEAD_ANGLE / 2.0)) * 2.0 * length(v - p) + // head sides
|
||||
min(0.0, dot(p, dir_v) + 1.0) + // head back
|
||||
min(0.0, cos(ARROW_HEAD_ANGLE / 2.0) - dot(normalize(v * 0.33 - p), dir_v)) * mag_v * 0.8; // cutout
|
||||
}
|
||||
|
||||
return clamp(1.0 + dist, 0.0, 1.0);
|
||||
} else {
|
||||
// Center of the pixel is always on the arrow
|
||||
return max(0.0, 1.2 - mag_p);
|
||||
}
|
||||
}
|
||||
|
||||
vec2 field(vec2 pos) {
|
||||
return texture(u_Source, UV).xy * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = UV * u_Resolution.xy;
|
||||
vec4 fragColor =
|
||||
(1.0 - arrow(fragCoord.xy, field(arrowTileCenterCoord(fragCoord.xy)) * ARROW_TILE_SIZE * 0.4)) *
|
||||
vec4(field(fragCoord.xy) * 0.5 + 0.5, 0.5, 1.0);
|
||||
|
||||
FragColor = fragColor;
|
||||
}
|
||||
Reference in New Issue
Block a user