I would like to create a wire frame effect using a shader program written in AGAL for Stage3D.
I have been Googling and I understand that I can determine how close a pixel is to the edge of a triangle using barycentric coordinates (BC) passed into the fragment program via the vertex program, then colour it accordingly if it is close enough.
My confusion is in what method I would use to pass this information into the shader program. I have a simple example set up with a cube, 8 vertices and an index buffer to draw triangles between using them.
If I was to place the BC's into the vertex buffer then that wouldn't make sense as they would need to be different depending on which triangle was being rendered; e.g. Vetex1 might need (1,0,0) when rendered with Vetex2 and Vetex3, but another value when rendered with Vetex5 and Vetex6. Perhaps I am not understanding the method completely.
Do I need to duplicate vertex positions and add the aditional data into the vertex buffer, essentially making 3 vertices per triangle and tripling my vertex count? Do I always give the vertex a (1,0,0), (0,1,0) or (0,0,1) value or is this just an example? Am I over complicating this and is there an easier way to do wire-frame with shaders and Stage3d?
Hope that fully explains my problems. Answers are much appreciated, thanks!
It all depends on your geomtery, and this problem is in fact a problem of graph vertex coloring: you need your geometry graph to be 3-colorable. The good starting point is the Wikipedia article.
Just for example, let's assume that (1, 0, 0)
basis vector is red, (0, 1, 0)
is green and (0, 0, 1)
is blue. It's obvious that if you build your geometry using the following basic element
then you can avoid duplicating vertices, because such graph will be 3-colorable (i.e. each edge, and thus each triangle, will have differently colored vertices). You can tile this basic element in any direction, and the graph will remain 3-colorable: