mirror of
https://github.com/3b1b/manim.git
synced 2025-09-19 04:41:56 +00:00
commit
af8e5236d2
1 changed files with 39 additions and 27 deletions
|
@ -32,6 +32,7 @@ const float COS_THRESHOLD = 0.999;
|
|||
// Used to determine how many lines to break the curve into
|
||||
const float POLYLINE_FACTOR = 100;
|
||||
const int MAX_STEPS = 32;
|
||||
const float MITER_COS_ANGLE_THRESHOLD = -0.8;
|
||||
|
||||
#INSERT emit_gl_Position.glsl
|
||||
#INSERT finalize_color.glsl
|
||||
|
@ -85,39 +86,59 @@ vec3 inverse_vector_product(vec3 vect, vec3 cross_product, float dot_product){
|
|||
}
|
||||
|
||||
|
||||
vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, vec4 joint_product, bool inner_joint){
|
||||
vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, vec4 joint_product, bool inside_curve){
|
||||
/*
|
||||
Step the the left of a curve.
|
||||
First a perpendicular direction is calculated, then it is adjusted
|
||||
so as to make a joint.
|
||||
*/
|
||||
vec3 unit_tan = normalize(flat_stroke == 0.0 ? project(tangent, unit_normal) : tangent);
|
||||
vec4 unit_jp = unit_joint_product(joint_product);
|
||||
float cos_angle = unit_jp.w;
|
||||
|
||||
// Step to stroke width bound should be perpendicular
|
||||
// both to the tangent and the normal direction
|
||||
vec3 step = normalize(cross(unit_normal, unit_tan));
|
||||
|
||||
// Conditions where no joint needs to be created
|
||||
if (inner_joint || int(joint_type) == NO_JOINT || cos_angle > COS_THRESHOLD) return step;
|
||||
// For non-flat stroke, there can be glitches when the tangent direction
|
||||
// lines up very closely with the direction to the camera, treated here
|
||||
// as the unit normal. To avoid those, this smoothly transitions to a step
|
||||
// direction perpendicular to the true curve normal.
|
||||
float alignment = abs(dot(normalize(tangent), unit_normal));
|
||||
float alignment_threshold = 0.97; // This could maybe be chosen in a more principled way based on stroke width
|
||||
if (alignment > alignment_threshold) {
|
||||
vec3 perp = normalize(cross(get_joint_unit_normal(joint_product), tangent));
|
||||
step = mix(step, project(step, perp), smoothstep(alignment_threshold, 1.0, alignment));
|
||||
}
|
||||
|
||||
if (inside_curve || int(joint_type) == NO_JOINT) return step;
|
||||
|
||||
vec4 unit_jp = unit_joint_product(joint_product);
|
||||
float cos_angle = unit_jp.w;
|
||||
|
||||
if (cos_angle > COS_THRESHOLD) return step;
|
||||
|
||||
// Below here, figure out the adjustment to bevel or miter a joint
|
||||
if (flat_stroke == 0){
|
||||
// Figure out what joint product would be for everything projected onto
|
||||
// the plane perpendicular to the normal direction (which here would be to_camera)
|
||||
step = normalize(cross(unit_normal, unit_tan)); // Back to original step
|
||||
vec3 adj_tan = inverse_vector_product(tangent, unit_jp.xyz, unit_jp.w);
|
||||
adj_tan = project(adj_tan, unit_normal);
|
||||
vec4 flat_jp = get_joint_product(unit_tan, adj_tan);
|
||||
cos_angle = unit_joint_product(flat_jp).w;
|
||||
}
|
||||
|
||||
// Adjust based on the joint.
|
||||
// If joint type is auto, it will bevel for cos(angle) > -0.7,
|
||||
// If joint type is auto, it will bevel for cos(angle) > MITER_COS_ANGLE_THRESHOLD,
|
||||
// and smoothly transition to miter for those with sharper angles
|
||||
float miter_factor;
|
||||
if (joint_type == AUTO_JOINT) miter_factor = smoothstep(-0.7, -0.9, cos_angle);
|
||||
else if (joint_type == BEVEL_JOINT) miter_factor = 0.0;
|
||||
else miter_factor = 1.0;
|
||||
if (joint_type == BEVEL_JOINT){
|
||||
miter_factor = 0.0;
|
||||
}else if (joint_type == MITER_JOINT){
|
||||
miter_factor = 1.0;
|
||||
}else {
|
||||
float mcat1 = MITER_COS_ANGLE_THRESHOLD;
|
||||
float mcat2 = 0.5 * (mcat1 - 1.0);
|
||||
miter_factor = smoothstep(mcat1, mcat2, cos_angle);
|
||||
}
|
||||
|
||||
float sin_angle = sqrt(1 - cos_angle * cos_angle) * sign(dot(joint_product.xyz, unit_normal));
|
||||
float shift = (cos_angle + mix(-1, 1, miter_factor)) / sin_angle;
|
||||
|
@ -132,7 +153,7 @@ void emit_point_with_width(
|
|||
vec4 joint_product,
|
||||
float width,
|
||||
vec4 joint_color,
|
||||
bool inner_joint
|
||||
bool inside_curve
|
||||
){
|
||||
// Find unit normal
|
||||
vec3 to_camera = camera_position - point;
|
||||
|
@ -144,24 +165,15 @@ void emit_point_with_width(
|
|||
unit_normal *= sign(dot(unit_normal, to_camera)); // Choose the "outward" normal direction
|
||||
}
|
||||
|
||||
// Figure out the step from the point to the corners of the
|
||||
// triangle strip around the polyline
|
||||
vec3 step = step_to_corner(point, tangent, unit_normal, joint_product, inner_joint);
|
||||
|
||||
// TODO, this gives a potentially nice effect that's like a ribbon mostly with its
|
||||
// broad side to the camera. Currently hard to access via VMobject
|
||||
if(flat_stroke == 2.0){
|
||||
// Rotate the step towards the unit normal by an amount depending
|
||||
// on the camera position
|
||||
float cos_angle = dot(unit_normal, normalize(camera_position));
|
||||
float sin_angle = sqrt(max(1 - cos_angle * cos_angle, 0));
|
||||
step = cos_angle * step + sin_angle * unit_normal;
|
||||
}
|
||||
|
||||
// Set styling
|
||||
color = finalize_color(joint_color, point, unit_normal);
|
||||
if (width == 0) scaled_anti_alias_width = -1.0; // Signal to discard in the frag shader
|
||||
else scaled_anti_alias_width = 2.0 * anti_alias_width * pixel_size / width;
|
||||
scaled_anti_alias_width = (width == 0) ?
|
||||
-1.0 : // Signal to discard in the frag shader
|
||||
2.0 * anti_alias_width * pixel_size / width;
|
||||
|
||||
// Figure out the step from the point to the corners of the
|
||||
// triangle strip around the polyline
|
||||
vec3 step = step_to_corner(point, tangent, unit_normal, joint_product, inside_curve);
|
||||
|
||||
// Emit two corners
|
||||
// The frag shader will receive a value from -1 to 1,
|
||||
|
|
Loading…
Add table
Reference in a new issue