#version 330 layout (triangles) in; layout (triangle_strip, max_vertices = 6) out; uniform float anti_alias_width; uniform float flat_stroke; uniform float pixel_size; uniform float joint_type; in vec3 verts[3]; in vec4 v_joint_product[3]; in float v_stroke_width[3]; in vec4 v_color[3]; out vec4 color; out float uv_stroke_width; out float uv_anti_alias_width; out float is_linear; out vec2 uv_coords; // Codes for joint types const int NO_JOINT = 0; const int AUTO_JOINT = 1; const int BEVEL_JOINT = 2; const int MITER_JOINT = 3; // When the cosine of the angle between // two vectors is larger than this, we // consider them aligned const float COS_THRESHOLD = 0.99; vec3 unit_normal = vec3(0.0, 0.0, 1.0); #INSERT emit_gl_Position.glsl #INSERT get_xyz_to_uv.glsl #INSERT finalize_color.glsl vec3 get_joint_unit_normal(vec4 joint_product){ vec3 result = (joint_product.w < COS_THRESHOLD) ? joint_product.xyz : v_joint_product[1].xyz; float norm = length(result); return (norm > 1e-5) ? result / norm : vec3(0.0, 0.0, 1.0); } vec4 normalized_joint_product(vec4 joint_product){ float norm = length(joint_product); return (norm > 1e-10) ? joint_product / norm : vec4(0.0, 0.0, 0.0, 1.0); } void create_joint( vec4 joint_product, vec3 unit_tan, float buff, vec3 static_c0, out vec3 changing_c0, vec3 static_c1, out vec3 changing_c1 ){ float cos_angle = joint_product.w; if(abs(cos_angle) > COS_THRESHOLD || int(joint_type) == NO_JOINT){ // No joint changing_c0 = static_c0; changing_c1 = static_c1; return; } float shift; float sin_angle = length(joint_product.xyz) * sign(joint_product.z); if(int(joint_type) == MITER_JOINT){ shift = buff * (-1.0 - cos_angle) / sin_angle; }else{ // For a Bevel joint shift = buff * (1.0 - cos_angle) / sin_angle; } changing_c0 = static_c0 - shift * unit_tan; changing_c1 = static_c1 + shift * unit_tan; } vec3 get_perp(int index, vec4 joint_product, vec3 point, vec3 tangent, float aaw){ /* Perpendicular vectors to the left of the curve */ float buff = 0.5 * v_stroke_width[index] + aaw; // Add correction for sharp angles to prevent weird bevel effects if(joint_product.w < -0.75) buff *= 4 * (joint_product.w + 1.0); vec3 normal = get_joint_unit_normal(joint_product); // Set global unit normal unit_normal = normal; // Choose the "outward" normal direction if(normal.z < 0) normal *= -1; if(bool(flat_stroke)){ return buff * normalize(cross(normal, tangent)); }else{ return buff * normalize(cross(camera_position - point, tangent)); } } // 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] ){ bool linear = bool(is_linear); vec4 jp0 = normalized_joint_product(v_joint_product[0]); vec4 jp2 = normalized_joint_product(v_joint_product[2]); vec3 p0_perp = get_perp(0, jp0, p0, v01, aaw); vec3 p2_perp = get_perp(2, jp2, p2, v12, aaw); vec3 p1_perp = 0.5 * (p0_perp + p2_perp); if(linear){ p1_perp *= (0.5 * v_stroke_width[1] + aaw) / length(p1_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 // float orientation = dot(unit_normal, v_joint_product[1].xyz); float orientation = v_joint_product[1].z; if(!linear && orientation >= 0.0) c2 = 0.5 * (c0 + c4); else if(!linear && orientation < 0.0) c3 = 0.5 * (c1 + c5); // Account for previous and next control points if(bool(flat_stroke)){ create_joint(jp0, v01, length(p0_perp), c1, c1, c0, c0); create_joint(jp2, -v12, length(p2_perp), c5, c5, c4, c4); } corners = vec3[6](c0, c1, c2, c3, c4, c5); } void main() { // Curves are marked as ended 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); vec4 jp1 = normalized_joint_product(v_joint_product[1]); is_linear = float(jp1.w > COS_THRESHOLD); // 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 just put it on the x-axis mat4 xyz_to_uv; float uv_scale_factor; if(!bool(is_linear)){ bool too_steep; xyz_to_uv = get_xyz_to_uv(p0, p1, p2, 2.0, too_steep); is_linear = float(too_steep); uv_scale_factor = length(xyz_to_uv[0].xyz); } float scaled_aaw = anti_alias_width * pixel_size; vec3 corners[6]; get_corners(p0, p1, p2, v01, v12, scaled_aaw, corners); // Emit each corner float max_sw = max(v_stroke_width[0], v_stroke_width[2]); for(int i = 0; i < 6; i++){ float stroke_width = v_stroke_width[i / 2]; if(bool(is_linear)){ float sign = vec2(-1, 1)[i % 2]; // In this case, we only really care about // the v coordinate uv_coords = vec2(0, sign * (0.5 * stroke_width + scaled_aaw)); uv_anti_alias_width = scaled_aaw; uv_stroke_width = stroke_width; }else{ uv_coords = (xyz_to_uv * vec4(corners[i], 1.0)).xy; uv_stroke_width = uv_scale_factor * stroke_width; uv_anti_alias_width = uv_scale_factor * scaled_aaw; } color = finalize_color(v_color[i / 2], corners[i], unit_normal); emit_gl_Position(corners[i]); EmitVertex(); } EndPrimitive(); }