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191 lines
No EOL
5.4 KiB
GLSL
191 lines
No EOL
5.4 KiB
GLSL
#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 6) out;
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uniform float anti_alias_width;
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uniform float flat_stroke;
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uniform vec2 pixel_shape;
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uniform float joint_type;
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in vec3 verts[3];
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in float v_joint_angle[3];
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in float v_stroke_width[3];
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in vec4 v_color[3];
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in float v_vert_index[3];
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out vec4 color;
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out float uv_stroke_width;
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out float uv_anti_alias_width;
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out float is_linear;
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out vec2 uv_coords;
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// Codes for joint types
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const int NO_JOINT = 0;
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const int AUTO_JOINT = 1;
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const int BEVEL_JOINT = 2;
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const int MITER_JOINT = 3;
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const float PI = 3.141592653;
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const float ANGLE_THRESHOLD = 1e-3;
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#INSERT get_gl_Position.glsl
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#INSERT get_xy_to_uv.glsl
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#INSERT finalize_color.glsl
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void create_joint(
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float angle,
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vec3 unit_tan,
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float buff,
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vec3 static_c0,
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out vec3 changing_c0,
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vec3 static_c1,
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out vec3 changing_c1
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){
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float shift;
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// if(abs(angle) < ANGLE_THRESHOLD || abs(angle) > 0.99 * PI || int(joint_type) == NO_JOINT){
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if(abs(angle) < ANGLE_THRESHOLD || int(joint_type) == NO_JOINT){
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// No joint
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shift = 0;
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}else if(int(joint_type) == MITER_JOINT){
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shift = buff * (-1.0 - cos(angle)) / sin(angle);
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}else{
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// For a Bevel joint
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shift = buff * (1.0 - cos(angle)) / sin(angle);
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}
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changing_c0 = static_c0 - shift * unit_tan;
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changing_c1 = static_c1 + shift * unit_tan;
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}
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// This function is responsible for finding the corners of
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// a bounding region around the bezier curve, which can be
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// emitted as a triangle fan, with vertices vaguely close
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// to control points so that the passage of vert data to
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// frag shaders is most natural.
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void get_corners(
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// Control points for a bezier curve
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vec3 p0,
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vec3 p1,
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vec3 p2,
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// Unit tangent vectors at p0 and p2
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vec3 v01,
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vec3 v12,
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float stroke_width0,
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float stroke_width2,
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// Unit normal to the whole curve
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vec3 normal,
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// Anti-alias width
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float aaw,
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float angle_from_prev,
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float angle_to_next,
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out vec3 corners[6]
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){
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float buff0 = 0.5 * stroke_width0 + aaw;
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float buff2 = 0.5 * stroke_width2 + aaw;
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// Add correction for sharp angles to prevent weird bevel effects (Needed?)
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float thresh = 5 * PI / 6;
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if(angle_from_prev > thresh) buff0 *= 2 * sin(angle_from_prev);
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if(angle_to_next > thresh) buff2 *= 2 * sin(angle_to_next);
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// Perpendicular vectors to the left of the curve
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vec3 p0_perp = buff0 * normalize(cross(normal, v01));
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vec3 p2_perp = buff2 * normalize(cross(normal, v12));
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vec3 p1_perp = 0.5 * (p0_perp + p2_perp);
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// The order of corners should be for a triangle_strip.
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vec3 c0 = p0 + p0_perp;
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vec3 c1 = p0 - p0_perp;
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vec3 c2 = p1 + p1_perp;
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vec3 c3 = p1 - p1_perp;
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vec3 c4 = p2 + p2_perp;
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vec3 c5 = p2 - p2_perp;
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float orientation = dot(normal, cross(v01, v12));
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// Move the inner middle control point to make
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// room for the curve
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if(orientation > 0.0) c2 = 0.5 * (c0 + c4);
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else if(orientation < 0.0) c3 = 0.5 * (c1 + c5);
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// Account for previous and next control points
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create_joint(angle_from_prev, v01, buff0, c1, c1, c0, c0);
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create_joint(angle_to_next, -v12, buff2, c5, c5, c4, c4);
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corners = vec3[6](c0, c1, c2, c3, c4, c5);
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}
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void main() {
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// We use the triangle strip primative, but
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// actually only need every other strip element
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if (int(v_vert_index[0]) % 2 == 1) return;
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// Curves are marked as eneded when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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// TODO, track true unit normal globally (probably as a uniform)
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vec3 unit_normal = vec3(0.0, 0.0, 1.0);
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if(bool(flat_stroke)){
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unit_normal = camera_rotation * vec3(0.0, 0.0, 1.0);
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}
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vec3 p0 = verts[0];
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vec3 p1 = verts[1];
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vec3 p2 = verts[2];
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vec3 v01 = normalize(p1 - p0);
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vec3 v12 = normalize(p2 - p1);
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float angle = acos(clamp(dot(v01, v12), -1, 1));
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is_linear = float(abs(angle) < ANGLE_THRESHOLD);
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// If the curve is flat, put the middle control in the midpoint
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if (bool(is_linear)) p1 = 0.5 * (p0 + p2);
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// We want to change the coordinates to a space where the curve
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// coincides with y = x^2, between some values x0 and x2. Or, in
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// the case of a linear curve (bezier degree 1), just put it on
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// the segment from (0, 0) to (1, 0)
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mat3 xy_to_uv = get_xy_to_uv(p0.xy, p1.xy, p2.xy, is_linear, is_linear);
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float uv_scale_factor = length(xy_to_uv[0].xy);
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float scaled_aaw = anti_alias_width * (frame_shape.y / pixel_shape.y);
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uv_anti_alias_width = uv_scale_factor * scaled_aaw;
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vec3 corners[6];
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get_corners(
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p0, p1, p2, v01, v12,
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v_stroke_width[0],
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v_stroke_width[2],
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unit_normal,
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scaled_aaw,
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v_joint_angle[0],
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v_joint_angle[2],
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corners
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);
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// Emit each corner
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for(int i = 0; i < 6; i++){
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int vert_index = i / 2;
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uv_coords = (xy_to_uv * vec3(corners[i].xy, 1)).xy;
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uv_stroke_width = uv_scale_factor * v_stroke_width[vert_index];
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color = finalize_color(
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v_color[vert_index],
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corners[i],
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unit_normal,
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light_source_position,
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camera_position,
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reflectiveness,
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gloss,
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shadow
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);
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gl_Position = get_gl_Position(corners[i]);
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EmitVertex();
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}
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EndPrimitive();
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} |