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Treat joint_type as a uniform
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parent
bab809b9a6
commit
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3 changed files with 2 additions and 17 deletions
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@ -74,7 +74,6 @@ class VMobject(Mobject):
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('unit_normal', np.float32, (3,)),
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("stroke_width", np.float32, (1,)),
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("color", np.float32, (4,)),
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("joint_type", np.float32, (1,)),
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("gloss", np.float32, (1,)),
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("shadow", np.float32, (1,)),
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]
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@ -877,17 +876,9 @@ class VMobject(Mobject):
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"bevel": 2,
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"miter": 3,
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}
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# return {"joint_type": joint_type_to_code[self.joint_type]}
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return {} # TODO
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return {"joint_type": joint_type_to_code[self.joint_type]}
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def get_stroke_shader_data(self):
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joint_type_to_code = {
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"auto": 0,
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"round": 1,
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"bevel": 2,
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"miter": 3,
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}
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rgbas = self.get_stroke_rgbas()
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if len(rgbas) > 1:
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rgbas = self.stretched_style_array_matching_points(rgbas)
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@ -908,7 +899,6 @@ class VMobject(Mobject):
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data["unit_normal"] = self.get_unit_normal_vector()
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data["stroke_width"][:, 0] = stroke_width
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data["color"] = rgbas
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data["joint_type"] = joint_type_to_code[self.joint_type]
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data["gloss"] = self.gloss
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data["shadow"] = self.shadow
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return data
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@ -8,6 +8,7 @@ uniform float aspect_ratio;
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uniform float focal_distance;
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uniform float anti_alias_width;
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uniform vec3 light_source_position;
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uniform float joint_type;
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in vec3 bp[3];
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in vec3 prev_bp[3];
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@ -16,7 +17,6 @@ in vec3 v_global_unit_normal[3];
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in vec4 v_color[3];
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in float v_stroke_width[3];
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in float v_joint_type[3];
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in float v_gloss[3];
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in float v_shadow[3];
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@ -95,7 +95,6 @@ void create_joint(float angle, vec3 unit_tan, float buff, float should_bevel,
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vec3 static_c0, out vec3 changing_c0,
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vec3 static_c1, out vec3 changing_c1){
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float shift;
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float joint_type = v_joint_type[0];
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bool miter = (
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(joint_type == AUTO_JOINT && abs(angle) > 2.8 && should_bevel == 1) ||
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(joint_type == MITER_JOINT)
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@ -172,7 +171,6 @@ void set_adjascent_info(vec3 c0, vec3 tangent,
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out float bevel,
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out float angle
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){
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float joint_type = v_joint_type[0];
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vec3 new_adj[3];
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float adj_degree = get_reduced_control_points(adj, new_adj);
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// Check if adj_degree is zero?
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@ -10,7 +10,6 @@ in vec3 unit_normal;
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in float stroke_width;
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in vec4 color;
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in float joint_type;
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in float gloss;
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in float shadow;
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@ -22,7 +21,6 @@ out vec3 v_global_unit_normal;
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out float v_stroke_width;
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out vec4 v_color;
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out float v_joint_type;
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out float v_gloss;
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out float v_shadow;
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@ -41,7 +39,6 @@ void main(){
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v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width;
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v_color = color;
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v_joint_type = joint_type;
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v_gloss = gloss;
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v_shadow = shadow;
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}
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