3b1b-manim/manimlib/shaders/quadratic_bezier_stroke/geom.glsl

204 lines
5.8 KiB
Text
Raw Normal View History

2020-02-03 10:52:39 -08:00
#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 6) out;
2020-02-03 10:52:39 -08:00
uniform float anti_alias_width;
uniform float flat_stroke;
uniform vec2 pixel_shape;
2020-06-08 16:03:08 -07:00
uniform float joint_type;
2020-02-03 10:52:39 -08:00
in vec3 verts[3];
2020-02-03 10:52:39 -08:00
in vec4 v_joint_product[3];
2020-02-03 10:52:39 -08:00
in float v_stroke_width[3];
in vec4 v_color[3];
2023-01-12 15:56:12 -08:00
in float v_vert_index[3];
2020-02-03 10:52:39 -08:00
out vec4 color;
out float uv_stroke_width;
out float uv_anti_alias_width;
out float is_linear;
2020-02-03 10:52:39 -08:00
out vec2 uv_coords;
// Codes for joint types
2023-01-10 11:06:41 -08:00
const int NO_JOINT = 0;
const int AUTO_JOINT = 1;
const int BEVEL_JOINT = 2;
const int MITER_JOINT = 3;
2023-01-09 10:52:12 -08:00
// When the cosine of the angle between
// two vectors is larger than this, we
// consider them aligned
const float COS_THRESHOLD = 0.999;
2020-02-03 10:52:39 -08:00
2020-06-01 16:21:18 -07:00
#INSERT get_gl_Position.glsl
#INSERT get_xy_to_uv.glsl
#INSERT finalize_color.glsl
2023-01-10 15:17:08 -08:00
vec3 get_joint_normal(vec4 joint_product){
vec3 result = joint_product.xyz;
float norm = length(result);
if(norm < 1e-8){
// If it's too short, use the middle joint angle
result = v_joint_product[1].xyz;
norm = length(result);
}
if(norm < 1e-8){
// If that's also to short, just return unit z vector
return vec3(0.0, 0.0, 1.0);
}
return result / norm;
}
void create_joint(
float cos_angle,
vec3 unit_tan,
float buff,
vec3 static_c0,
out vec3 changing_c0,
vec3 static_c1,
out vec3 changing_c1
){
if(cos_angle > COS_THRESHOLD || int(joint_type) == NO_JOINT){
2020-02-03 10:52:39 -08:00
// No joint
changing_c0 = static_c0;
changing_c1 = static_c1;
return;
}
float shift;
float sin_angle = sqrt(1.0 - cos_angle * cos_angle);
if(int(joint_type) == MITER_JOINT){
shift = buff * (-1.0 - cos_angle) / sin_angle;
2020-02-03 10:52:39 -08:00
}else{
// For a Bevel joint
shift = buff * (1.0 - cos_angle) / sin_angle;
2020-02-03 10:52:39 -08:00
}
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, with vertices vaguely close
// to control points so that the passage of vert data to
// frag shaders is most natural.
void get_corners(
// Control points for a bezier curve
vec3 p0,
vec3 p1,
vec3 p2,
// Unit tangent vectors at p0 and p2
vec3 v01,
vec3 v12,
// Anti-alias width
float aaw,
out vec3 corners[6]
2023-01-08 23:33:39 -05:00
){
2020-02-03 10:52:39 -08:00
float buff0 = 0.5 * v_stroke_width[0] + aaw;
float buff2 = 0.5 * v_stroke_width[2] + aaw;
2020-06-02 16:18:44 -07:00
// Add correction for sharp angles to prevent weird bevel effects
if(v_joint_product[0].w < -0.5) buff0 *= -2 * v_joint_product[0].w;
if(v_joint_product[2].w < -0.5) buff2 *= -2 * v_joint_product[0].w;
// Unit normal and joint angles
vec3 normal0 = get_joint_normal(v_joint_product[0]);
vec3 normal2 = get_joint_normal(v_joint_product[2]);
// Make sure normals point in the same direction
if(dot(normal0, normal2) < 0) normal2 *= -1;
// Perpendicular vectors to the left of the curve
vec3 p0_perp;
vec3 p2_perp;
if(bool(flat_stroke)){
p0_perp = buff0 * normalize(cross(normal0, v01));
p2_perp = buff2 * normalize(cross(normal2, v12));
}else{
p0_perp = buff0 * normal0;
p2_perp = buff2 * normal2;
// vec3 to_cam = transpose(camera_rotation)[2];
// p0_perp = buff0 * to_cam;
// p2_perp = buff2 * to_cam;
}
vec3 p1_perp = 0.5 * (p0_perp + p2_perp);
// The order of corners should be for a triangle_strip.
vec3 c0 = p0 + p0_perp;
vec3 c1 = p0 - p0_perp;
vec3 c2 = p1 + p1_perp;
vec3 c3 = p1 - p1_perp;
vec3 c4 = p2 + p2_perp;
vec3 c5 = p2 - p2_perp;
// Move the inner middle control point to make
// room for the curve
2023-01-17 13:18:32 -08:00
float orientation = dot(normal0, v_joint_product[1].xyz);
if(orientation >= 0.0) c2 = 0.5 * (c0 + c4);
else if(orientation < 0.0) c3 = 0.5 * (c1 + c5);
2020-02-03 10:52:39 -08:00
// Account for previous and next control points
2023-01-17 13:18:32 -08:00
if(bool(flat_stroke)){
create_joint(v_joint_product[0].w, v01, buff0, c1, c1, c0, c0);
create_joint(v_joint_product[2].w, -v12, buff2, c5, c5, c4, c4);
}
2020-02-03 10:52:39 -08:00
corners = vec3[6](c0, c1, c2, c3, c4, c5);
2020-02-03 10:52:39 -08:00
}
void main() {
// We use the triangle strip primative, but
// actually only need every other strip element
2023-01-12 15:56:12 -08:00
if (int(v_vert_index[0]) % 2 == 1) return;
2023-01-08 23:58:45 -05:00
// Curves are marked as eneded when the handle after
// the first anchor is set equal to that anchor
if (verts[0] == verts[1]) return;
vec3 p0 = verts[0];
vec3 p1 = verts[1];
vec3 p2 = verts[2];
vec3 v01 = normalize(p1 - p0);
vec3 v12 = normalize(p2 - p1);
2023-01-10 15:17:08 -08:00
float cos_angle = v_joint_product[1].w;
is_linear = float(cos_angle > COS_THRESHOLD);
2023-01-10 15:17:08 -08:00
// If the curve is flat, put the middle control in the midpoint
if (bool(is_linear)) p1 = 0.5 * (p0 + p2);
2020-02-03 10:52:39 -08:00
// We want to change the coordinates to a space where the curve
// coincides with y = x^2, between some values x0 and x2. Or, in
// the case of a linear curve (bezier degree 1), just put it on
// the segment from (0, 0) to (1, 0)
mat4 xyz_to_uv = get_xyz_to_uv(p0, p1, p2, is_linear, is_linear);
float uv_scale_factor = length(xyz_to_uv[0].xyz);
2023-01-10 15:17:08 -08:00
float scaled_aaw = anti_alias_width * (frame_shape.y / pixel_shape.y);
uv_anti_alias_width = uv_scale_factor * scaled_aaw;
vec3 corners[6];
get_corners(p0, p1, p2, v01, v12, scaled_aaw, corners);
2020-02-03 10:52:39 -08:00
// Emit each corner
for(int i = 0; i < 6; i++){
int vert_index = i / 2;
uv_coords = (xyz_to_uv * vec4(corners[i], 1)).xy;
uv_stroke_width = uv_scale_factor * v_stroke_width[vert_index];
color = finalize_color(
v_color[vert_index],
corners[i],
vec3(0.0, 0.0, 1.0) // TODO
);
gl_Position = get_gl_Position(position_point_into_frame(corners[i]));
2020-02-03 10:52:39 -08:00
EmitVertex();
}
EndPrimitive();
}