3b1b-manim/manimlib/shaders/quadratic_bezier_stroke_geom.glsl

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#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 5) out;
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// Needed for get_gl_Position
uniform vec2 frame_shape;
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uniform float focal_distance;
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uniform float anti_alias_width;
uniform vec3 light_source_position;
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uniform float joint_type;
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in vec3 bp[3];
in vec3 prev_bp[3];
in vec3 next_bp[3];
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in vec3 v_global_unit_normal[3];
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in vec4 v_color[3];
in float v_stroke_width[3];
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in float v_gloss[3];
in float v_shadow[3];
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out vec4 color;
out float uv_stroke_width;
out float uv_anti_alias_width;
out float has_prev;
out float has_next;
out float bevel_start;
out float bevel_end;
out float angle_from_prev;
out float angle_to_next;
out float bezier_degree;
out vec2 uv_coords;
out vec2 uv_b2;
// Codes for joint types
const float AUTO_JOINT = 0;
const float ROUND_JOINT = 1;
const float BEVEL_JOINT = 2;
const float MITER_JOINT = 3;
// To my knowledge, there is no notion of #include for shaders,
// so to share functionality between this and others, the caller
// replaces this line with the contents of named file
#INSERT quadratic_bezier_geometry_functions.glsl
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#INSERT get_gl_Position.glsl
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#INSERT get_unit_normal.glsl
#INSERT add_light.glsl
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void flatten_points(in vec3[3] points, out vec3[3] flat_points){
for(int i = 0; i < 3; i++){
flat_points[i] = points[i];
flat_points[i].z = 0;
}
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}
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float angle_between_vectors(vec3 v1, vec3 v2, vec3 normal){
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float v1_norm = length(v1);
float v2_norm = length(v2);
if(v1_norm == 0 || v2_norm == 0) return 0;
vec3 nv1 = v1 / v1_norm;
vec3 nv2 = v2 / v2_norm;
// float signed_area = clamp(dot(cross(nv1, nv2), normal), -1, 1);
// return asin(signed_area);
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float unsigned_angle = acos(clamp(dot(nv1, nv2), -1, 1));
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float sn = sign(dot(cross(nv1, nv2), normal));
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return sn * unsigned_angle;
}
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bool find_intersection(vec3 p0, vec3 v0, vec3 p1, vec3 v1, vec3 normal, out vec3 intersection){
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// Find the intersection of a line passing through
// p0 in the direction v0 and one passing through p1 in
// the direction p1.
// That is, find a solutoin to p0 + v0 * t = p1 + v1 * s
// float det = -v0.x * v1.y + v1.x * v0.y;
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float det = dot(cross(v1, v0), normal);
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if(det == 0){
// intersection = p0;
return false;
}
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float t = dot(cross(p0 - p1, v1), normal) / det;
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intersection = p0 + v0 * t;
return true;
}
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void create_joint(float angle, vec3 unit_tan, float buff, float should_bevel,
vec3 static_c0, out vec3 changing_c0,
vec3 static_c1, out vec3 changing_c1){
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float shift;
bool miter = (
(joint_type == AUTO_JOINT && abs(angle) > 2.8 && should_bevel == 1) ||
(joint_type == MITER_JOINT)
);
if(abs(angle) < 1e-3){
// No joint
shift = 0;
}else if(miter){
shift = buff * (-1.0 - cos(angle)) / sin(angle);
}else{
// For a Bevel joint
shift = buff * (1.0 - cos(angle)) / sin(angle);
}
changing_c0 = static_c0 - shift * unit_tan;
changing_c1 = static_c1 + shift * unit_tan;
}
// This function is responsible for finding the corners of
// a bounding region around the bezier curve, which can be
// emitted as a triangle fan
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int get_corners(vec3 controls[3], vec3 normal, int degree, out vec3 corners[5]){
vec3 p0 = controls[0];
vec3 p1 = controls[1];
vec3 p2 = controls[2];
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// Unit vectors for directions between control points
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vec3 v10 = normalize(p0 - p1);
vec3 v12 = normalize(p2 - p1);
vec3 v01 = -v10;
vec3 v21 = -v12;
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vec3 p0_perp = cross(normal, v01); // Pointing to the left of the curve from p0
vec3 p2_perp = cross(normal, v12); // Pointing to the left of the curve from p2
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// aaw is the added width given around the polygon for antialiasing.
// In case the normal is faced away from (0, 0, 1), the vector to the
// camera, this is scaled up.
float aaw = anti_alias_width;
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float buff0 = 0.5 * v_stroke_width[0] + aaw;
float buff2 = 0.5 * v_stroke_width[2] + aaw;
float aaw0 = (1 - has_prev) * aaw;
float aaw2 = (1 - has_next) * aaw;
vec3 c0 = p0 - buff0 * p0_perp + aaw0 * v10;
vec3 c1 = p0 + buff0 * p0_perp + aaw0 * v10;
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vec3 c2 = p2 + buff2 * p2_perp + aaw2 * v12;
vec3 c3 = p2 - buff2 * p2_perp + aaw2 * v12;
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// Account for previous and next control points
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if(has_prev > 0) create_joint(angle_from_prev, v01, buff0, bevel_start, c0, c0, c1, c1);
if(has_next > 0) create_joint(angle_to_next, v21, buff2, bevel_end, c3, c3, c2, c2);
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// Linear case is the simplest
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if(degree == 1){
// The order of corners should be for a triangle_strip. Last entry is a dummy
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corners = vec3[5](c0, c1, c3, c2, vec3(0.0));
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return 4;
}
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// Otherwise, form a pentagon around the curve
float orientation = sign(dot(cross(v01, v12), normal)); // Positive for ccw curves
if(orientation > 0) corners = vec3[5](c0, c1, p1, c2, c3);
else corners = vec3[5](c1, c0, p1, c3, c2);
// Replace corner[2] with convex hull point accounting for stroke width
find_intersection(corners[0], v01, corners[4], v21, normal, corners[2]);
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return 5;
}
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void set_adjascent_info(vec3 c0, vec3 tangent,
int degree,
vec3 normal,
vec3 adj[3],
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out float bevel,
out float angle
){
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vec3 new_adj[3];
float adj_degree = get_reduced_control_points(adj, new_adj);
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// Check if adj_degree is zero?
angle = angle_between_vectors(c0 - new_adj[1], tangent, normal);
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// Decide on joint type
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bool one_linear = (degree == 1 || adj_degree == 1.0);
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bool should_bevel = (
(joint_type == AUTO_JOINT && one_linear) ||
joint_type == BEVEL_JOINT
);
bevel = should_bevel ? 1.0 : 0.0;
}
void find_joint_info(vec3 controls[3], vec3 prev[3], vec3 next[3], int degree, vec3 normal){
float tol = 1e-8;
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// Made as floats not bools so they can be passed to the frag shader
has_prev = float(distance(prev[2], controls[0]) < tol);
has_next = float(distance(next[0], controls[2]) < tol);
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if(bool(has_prev)){
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vec3 tangent = controls[1] - controls[0];
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set_adjascent_info(
controls[0], tangent, degree, normal, prev,
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bevel_start, angle_from_prev
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);
}
if(bool(has_next)){
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vec3 tangent = controls[1] - controls[2];
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set_adjascent_info(
controls[2], tangent, degree, normal, next,
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bevel_end, angle_to_next
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);
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angle_to_next *= -1;
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}
}
void main() {
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vec3 controls[3];
bezier_degree = get_reduced_control_points(vec3[3](bp[0], bp[1], bp[2]), controls);
int degree = int(bezier_degree);
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// Control points are projected to the xy plane before drawing, which in turn
// gets tranlated to a uv plane. The z-coordinate information will be remembered
// by what's sent out to gl_Position, and by how it affects the lighting and stroke width
vec3 flat_controls[3];
vec3 flat_prev[3];
vec3 flat_next[3];
flatten_points(controls, flat_controls);
flatten_points(vec3[3](prev_bp[0], prev_bp[1], prev_bp[2]), flat_prev);
flatten_points(vec3[3](next_bp[0], next_bp[1], next_bp[2]), flat_next);
vec3 k_hat = vec3(0.0, 0.0, 1.0);
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// Null curve
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if(degree == 0) return;
find_joint_info(flat_controls, flat_prev, flat_next, degree, k_hat);
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// Find uv conversion matrix
mat4 xyz_to_uv = get_xyz_to_uv(flat_controls[0], flat_controls[1], k_hat);
float scale_factor = length(flat_controls[1] - flat_controls[0]);
uv_anti_alias_width = anti_alias_width / scale_factor;
uv_b2 = (xyz_to_uv * vec4(controls[2].xy, 0.0, 1.0)).xy;
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// Corners of a bounding region around curve
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vec3 corners[5];
int n_corners = get_corners(flat_controls, k_hat, degree, corners);
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int index_map[5] = int[5](0, 0, 1, 2, 2);
if(n_corners == 4) index_map[2] = 2;
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// Emit each corner
for(int i = 0; i < n_corners; i++){
uv_coords = (xyz_to_uv * vec4(corners[i], 1.0)).xy;
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uv_stroke_width = v_stroke_width[index_map[i]] / scale_factor;
// Apply some lighting to the color before sending out.
vec3 xyz_coords = vec3(corners[i].xy, controls[index_map[i]].z);
color = add_light(
v_color[index_map[i]],
xyz_coords,
v_global_unit_normal[index_map[i]],
light_source_position,
v_gloss[index_map[i]],
v_shadow[index_map[i]]
);
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gl_Position = get_gl_Position(xyz_coords);
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EmitVertex();
}
EndPrimitive();
}