Dienstag, 22. Mai 2012

sorry for the past few days, i had no time to work on LSD.

update:
- fixed the shader pipeline to 70%
- implemented the first step of the aorta
- fixed the rtt manager

eg. thats how the root shader file should look. while executing the engine the shader file become converted to a gfx file)

here a rudimentary shader file:


[VERT-SHADER]
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 viewMAT;
uniform mat4 projMAT;
uniform mat4 worldMAT;
uniform bool is2D;
uniform bool isPLANE;
uniform bool isMESH;
varying vec2 vTextureCoord;
varying vec4 vpos;


void main(void) {
vec4 vertPOS = vec4(aVertexPosition,1.0);


if(is2D){
vpos =viewMAT * worldMAT * vertPOS;

}
else{
vpos = projMAT * viewMAT * worldMAT * vertPOS;
}


if(isPLANE){
vTextureCoord = aTextureCoord;
gl_Position =  vpos ;
}


if(isMESH){
vTextureCoord = aTextureCoord;
gl_Position =  vpos ;
}
}
[PIXEL-SHADER]
precision mediump float;
varying vec2 vTextureCoord;
varying vec4 vpos;
varying vec4 vCOLOR;
uniform bool isPLANE;
uniform bool isMESH;
uniform sampler2D uSampler;


void main(void) {
vec4 textCOL = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));

if(isMESH){
gl_FragColor = vec4(1,1,1,1);
}

if(isPLANE){
gl_FragColor = vec4(textCOL);
}
}


the plan is to release the first download version in middle of june...

after this release im planing to implement, due the fact that polygons have their good and their bad sides, a volumentric voxel rendering. and of course my metameshes. for doing some freaky melting and stiching together things. i got inspired by this presentation video for my metameshes http://www.youtube.com/watch?v=M5xnAdVPbgQ&list=UUpe5Du5PS55Yf2LbHNBtsrA&index=6&feature=plcp

stay tuned...
greetz
dirk

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