3b1b-manim/manimlib/shaders/quadratic_bezier_stroke/geom.glsl
2023-01-14 07:57:47 -08:00

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5.4 KiB
GLSL

#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 6) out;
uniform float anti_alias_width;
uniform float flat_stroke;
uniform vec2 pixel_shape;
uniform float joint_type;
in vec3 verts[3];
in float v_joint_angle[3];
in float v_stroke_width[3];
in vec4 v_color[3];
in float v_vert_index[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;
const float PI = 3.141592653;
const float ANGLE_THRESHOLD = 1e-3;
#INSERT get_gl_Position.glsl
#INSERT get_xy_to_uv.glsl
#INSERT finalize_color.glsl
void create_joint(
float angle,
vec3 unit_tan,
float buff,
vec3 static_c0,
out vec3 changing_c0,
vec3 static_c1,
out vec3 changing_c1
){
float shift;
// if(abs(angle) < ANGLE_THRESHOLD || abs(angle) > 0.99 * PI || int(joint_type) == NO_JOINT){
if(abs(angle) < ANGLE_THRESHOLD || int(joint_type) == NO_JOINT){
// No joint
shift = 0;
}else 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;
}
// 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,
float stroke_width0,
float stroke_width2,
// Unit normal to the whole curve
vec3 normal,
// Anti-alias width
float aaw,
float angle_from_prev,
float angle_to_next,
out vec3 corners[6]
){
float buff0 = 0.5 * stroke_width0 + aaw;
float buff2 = 0.5 * stroke_width2 + aaw;
// Add correction for sharp angles to prevent weird bevel effects (Needed?)
float thresh = 5 * PI / 6;
if(angle_from_prev > thresh) buff0 *= 2 * sin(angle_from_prev);
if(angle_to_next > thresh) buff2 *= 2 * sin(angle_to_next);
// Perpendicular vectors to the left of the curve
vec3 p0_perp = buff0 * normalize(cross(normal, v01));
vec3 p2_perp = buff2 * normalize(cross(normal, v12));
vec3 p1_perp = 0.5 * (p0_perp + p2_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;
float orientation = dot(normal, cross(v01, v12));
// Move the inner middle control point to make
// room for the curve
if(orientation > 0.0) c2 = 0.5 * (c0 + c4);
else if(orientation < 0.0) c3 = 0.5 * (c1 + c5);
// Account for previous and next control points
create_joint(angle_from_prev, v01, buff0, c1, c1, c0, c0);
create_joint(angle_to_next, -v12, buff2, c5, c5, c4, c4);
corners = vec3[6](c0, c1, c2, c3, c4, c5);
}
void main() {
// We use the triangle strip primative, but
// actually only need every other strip element
if (int(v_vert_index[0]) % 2 == 1) return;
// Curves are marked as eneded when the handle after
// the first anchor is set equal to that anchor
if (verts[0] == verts[1]) return;
// TODO, track true unit normal globally (probably as a uniform)
vec3 unit_normal = vec3(0.0, 0.0, 1.0);
if(bool(flat_stroke)){
unit_normal = camera_rotation * vec3(0.0, 0.0, 1.0);
}
vec3 p0 = verts[0];
vec3 p1 = verts[1];
vec3 p2 = verts[2];
vec3 v01 = normalize(p1 - p0);
vec3 v12 = normalize(p2 - p1);
float angle = acos(clamp(dot(v01, v12), -1, 1));
is_linear = float(abs(angle) < ANGLE_THRESHOLD);
// If the curve is flat, put the middle control in the midpoint
if (bool(is_linear)) p1 = 0.5 * (p0 + p2);
// 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 (bezier degree 1), just put it on
// the segment from (0, 0) to (1, 0)
mat3 xy_to_uv = get_xy_to_uv(p0.xy, p1.xy, p2.xy, is_linear, is_linear);
float uv_scale_factor = length(xy_to_uv[0].xy);
float scaled_aaw = anti_alias_width * (frame_shape.y / pixel_shape.y);
uv_anti_alias_width = uv_scale_factor * scaled_aaw;
vec3 corners[6];
get_corners(
p0, p1, p2, v01, v12,
v_stroke_width[0],
v_stroke_width[2],
unit_normal,
scaled_aaw,
v_joint_angle[0],
v_joint_angle[2],
corners
);
// Emit each corner
for(int i = 0; i < 6; i++){
int vert_index = i / 2;
uv_coords = (xy_to_uv * vec3(corners[i].xy, 1)).xy;
uv_stroke_width = uv_scale_factor * v_stroke_width[vert_index];
color = finalize_color(
v_color[vert_index],
corners[i],
unit_normal,
light_source_position,
camera_position,
reflectiveness,
gloss,
shadow
);
gl_Position = get_gl_Position(corners[i]);
EmitVertex();
}
EndPrimitive();
}