#version 330 layout (triangles) in; layout (triangle_strip, max_vertices = 5) out; uniform float scale; uniform float aspect_ratio; uniform float anti_alias_width; in vec2 bp[3]; in vec4 v_color[3]; in float v_fill_type[3]; out vec4 color; out float fill_type; out float uv_anti_alias_width; // uv space is where b0 = (0, 0), b1 = (1, 0), and transform is orthogonal out vec2 uv_coords; out vec2 uv_b2; // wz space is where b0 = (0, 0), b1 = (0.5, 0), b2 = (1, 1) out vec2 wz_coords; out float bezier_degree; const float FILL_INSIDE = 0; const float FILL_OUTSIDE = 1; const float FILL_ALL = 2; const float SQRT5 = 2.236068; // 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 mat3 get_xy_to_wz(vec2 b0, vec2 b1, vec2 b2){ // If linear or null, this matrix is not needed if(bezier_degree < 2) return mat3(1.0); vec2 inv_col1 = 2 * (b1 - b0); vec2 inv_col2 = b2 - 2 * b1 + b0; float inv_det = cross(inv_col1, inv_col2); mat3 transform = mat3( inv_col2.y, -inv_col1.y, 0, -inv_col2.x, inv_col1.x, 0, 0, 0, inv_det ) / inv_det; mat3 shift = mat3( 1, 0, 0, 0, 1, 0, -b0.x, -b0.y, 1 ); return transform * shift; } void set_gl_Position(vec2 p){ vec2 result = p / scale; result.x /= aspect_ratio; gl_Position = vec4(result, 0.0, 1.0); } void emit_simple_triangle(){ for(int i = 0; i < 3; i++){ color = v_color[i]; set_gl_Position(bp[i]); EmitVertex(); } EndPrimitive(); } void emit_pentagon(vec2 bp0, vec2 bp1, vec2 bp2, float in_or_out){ // Tangent vectors vec2 t01 = normalize(bp1 - bp0); vec2 t12 = normalize(bp2 - bp1); // Inside and left turn -> rot right -> -1 // Outside and left turn -> rot left -> +1 // Inside and right turn -> rot left -> +1 // Outside and right turn -> rot right -> -1 float c_orient = (cross(t01, t12) > 0) ? 1 : -1; float orient = in_or_out * c_orient; // Normal vectors vec2 n01 = -orient * vec2(-t01.y, t01.x); vec2 n12 = -orient * vec2(-t12.y, t12.x); float aaw = 1 * anti_alias_width; vec2 nudge1 = (fill_type == FILL_OUTSIDE) ? vec2(0) : 0.5 * aaw * (n01 + n12); vec2 corners[5] = vec2[5]( bp0 + aaw * n01, bp0, bp1 + nudge1, bp2, bp2 + aaw * n12 ); int coords_index_map[5] = int[5](0, 1, 2, 3, 4); if(in_or_out < 0) coords_index_map = int[5](1, 0, 2, 4, 3); mat3 xy_to_uv = get_xy_to_uv(bp0, bp1); mat3 xy_to_wz = get_xy_to_wz(bp0, bp1, bp2); uv_b2 = (xy_to_uv * vec3(bp2, 1)).xy; uv_anti_alias_width = anti_alias_width / length(bp1 - bp0); for(int i = 0; i < 5; i++){ vec2 corner = corners[coords_index_map[i]]; uv_coords = (xy_to_uv * vec3(corner, 1)).xy; wz_coords = (xy_to_wz * vec3(corner, 1)).xy; // I haven't a clue why an index map doesn't work just // as well here, but for some reason it doesn't. if(i < 2) color = v_color[0]; else if(i == 2) color = v_color[1]; else color = v_color[2]; // color = v_color[1]; set_gl_Position(corner); EmitVertex(); } EndPrimitive(); } void main(){ fill_type = v_fill_type[0]; if(fill_type == FILL_ALL){ emit_simple_triangle(); }else{ vec2 new_bp[3]; int n = get_reduced_control_points(bp[0], bp[1], bp[2], new_bp); bezier_degree = float(n); vec2 bp0, bp1, bp2; if(n == 0){ return; // Don't emit any vertices } else if(n == 1){ bp0 = new_bp[0]; bp2 = new_bp[1]; bp1 = 0.5 * (bp0 + bp2); }else{ bp0 = new_bp[0]; bp1 = new_bp[1]; bp2 = new_bp[2]; } float orient = (fill_type == FILL_INSIDE) ? 1 : -1; emit_pentagon(bp0, bp1, bp2, orient); } }