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Have non-flat stroke operate based on projecting tangents
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b3bbc31ea9
commit
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2 changed files with 74 additions and 53 deletions
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@ -32,8 +32,7 @@ const float COS_THRESHOLD = 0.99;
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// Used to determine how many lines to break the curve into
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const float POLYLINE_FACTOR = 30;
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const int MAX_STEPS = 32;
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vec3 unit_normal = vec3(0.0, 0.0, 1.0);
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const float MITER_LIMIT = 3.0;
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#INSERT emit_gl_Position.glsl
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#INSERT finalize_color.glsl
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@ -63,48 +62,57 @@ vec3 tangent_on_quadratic(float t, vec3 c1, vec3 c2){
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}
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void create_joint(
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vec4 joint_product,
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vec3 unit_tan,
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float buff,
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vec3 static_c0,
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out vec3 changing_c0,
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vec3 static_c1,
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out vec3 changing_c1
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){
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float cos_angle = joint_product.w;
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if(abs(cos_angle) > COS_THRESHOLD || int(joint_type) == NO_JOINT){
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// No joint
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changing_c0 = static_c0;
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changing_c1 = static_c1;
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return;
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}
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float shift;
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float sin_angle = length(joint_product.xyz) * sign(joint_product.z);
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if(int(joint_type) == MITER_JOINT){
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shift = buff * (-1.0 - cos_angle) / sin_angle;
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}else{
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// For a Bevel joint
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shift = buff * (1.0 - cos_angle) / sin_angle;
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}
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changing_c0 = static_c0 - shift * unit_tan;
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changing_c1 = static_c1 + shift * unit_tan;
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vec4 get_joint_product(vec3 v1, vec3 v2){
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return vec4(cross(v1, v2), dot(v1, v2));
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}
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vec3 left_step(vec3 point, vec3 tangent, vec4 joint_product){
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/*
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Perpendicular vectors to the left of the curve
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vec3 project(vec3 vect, vec3 normal){
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/* Project the vector onto the plane perpendicular to a given unit normal */
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return vect - dot(vect, normal) * normal;
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}
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vec3 inverse_joint_product(vec3 vect, vec4 joint_product){
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/*
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If joint_product represents vec4(cross(v1, v2), dot(v1, v2)),
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then given v1, this function recovers v2
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*/
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vec3 normal = get_joint_unit_normal(joint_product);
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unit_normal = normal; // Set global unit normal
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if(normal.z < 0) normal *= -1; // Choose the "outward" normal direction
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if(bool(flat_stroke)){
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return normalize(cross(normal, tangent));
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}else{
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return normalize(cross(camera_position - point, tangent));
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float dp = joint_product.w;
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if (abs(dp) > COS_THRESHOLD) return vect;
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vec3 cp = joint_product.xyz;
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vec3 perp = cross(cp, vect);
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float a = dp / dot(vect, vect);
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float b = length(cp) / length(cross(vect, perp));
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return a * vect + b * perp;
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}
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vec3 step_to_corner(vec3 point, vec3 unit_tan, vec3 unit_normal, vec4 joint_product){
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/*
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Step the the left of a curve.
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First a perpendicular direction is calculated, then it is adjusted
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so as to make a joint.
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*/
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vec3 step = normalize(cross(unit_normal, unit_tan));
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// Check if an adjustment is needed
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float cos_angle = joint_product.w;
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if(abs(cos_angle) > 1 - 1e-5 || int(joint_type) == NO_JOINT){
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return step;
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}
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// Adjust based on the joint
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float sin_angle = length(joint_product.xyz) * sign(joint_product.z);
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float shift = (int(joint_type) == MITER_JOINT) ?
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(cos_angle + 1.0) / sin_angle :
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(cos_angle - 1.0) / sin_angle;
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// return step + shift * unit_tan;
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vec3 result = step + shift * unit_tan;
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if (length(result) > MITER_LIMIT){
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result = MITER_LIMIT * normalize(result);
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}
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return result;
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}
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@ -115,14 +123,28 @@ void emit_point_with_width(
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float width,
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vec4 joint_color
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){
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vec3 unit_tan = normalize(tangent);
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vec4 unit_jp = normalized_joint_product(joint_product);
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vec3 perp = 0.5 * width * left_step(point, unit_tan, unit_jp);
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// Normalize relevant vectors
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vec3 unit_tan;
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vec4 unit_jp;
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vec3 unit_normal;
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if(bool(flat_stroke)){
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unit_tan = normalize(tangent);
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unit_jp = normalized_joint_product(joint_product);
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unit_normal = get_joint_unit_normal(joint_product);
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}else{
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unit_normal = normalize(camera_position - point);
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unit_tan = normalize(project(tangent, unit_normal));
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vec3 adj_tan = inverse_joint_product(tangent, joint_product);
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adj_tan = project(adj_tan, unit_normal);
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unit_jp = normalized_joint_product(get_joint_product(unit_tan, adj_tan));
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}
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if(unit_normal.z < 0) unit_normal *= -1; // Choose the "outward" normal direction
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vec3 left = point + perp;
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vec3 right = point - perp;
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create_joint(unit_jp, unit_tan, length(perp), left, left, right, right);
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// Figure out the step from the point to the corners of the
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// triangle strip around the polyline
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vec3 step = step_to_corner(point, unit_tan, unit_normal, unit_jp);
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// Set styling
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color = finalize_color(joint_color, point, unit_normal);
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if (width == 0) scaled_anti_alias_width = -1.0; // Signal to discard in frag
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else scaled_anti_alias_width = 2.0 * anti_alias_width * pixel_size / width;
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@ -130,12 +152,11 @@ void emit_point_with_width(
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// Emit two corners
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// The frag shader will receive a value from -1 to 1,
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// reflecting where in the stroke that point is
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scaled_signed_dist_to_curve = -1.0;
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emit_gl_Position(left);
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EmitVertex();
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scaled_signed_dist_to_curve = +1.0;
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emit_gl_Position(right);
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EmitVertex();
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for (int sign = -1; sign <= 1; sign += 2){
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scaled_signed_dist_to_curve = sign;
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emit_gl_Position(point + 0.5 * width * sign * step);
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EmitVertex();
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}
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}
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@ -172,7 +193,7 @@ void main() {
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if (i >= n_steps - 1) break;
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vec3 v1 = points[i] - points[i - 1];
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vec3 v2 = points[i + 1] - points[i];
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joint_products[i] = vec4(cross(v1, v2), dot(v1, v2));
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joint_products[i] = get_joint_product(v1, v2);
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}
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// Emit vertex pairs aroudn subdivided points
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@ -16,7 +16,7 @@ out vec4 v_joint_product;
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out float v_stroke_width;
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out vec4 v_color;
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const float STROKE_WIDTH_CONVERSION = 0.01;
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const float STROKE_WIDTH_CONVERSION = 0.015;
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void main(){
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verts = point;
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