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216 lines
No EOL
7.1 KiB
GLSL
216 lines
No EOL
7.1 KiB
GLSL
#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 64) out; // Related to MAX_STEPS below
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uniform float anti_alias_width;
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uniform float flat_stroke;
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uniform float pixel_size;
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uniform float joint_type;
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uniform float frame_scale;
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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 vec3 v_unit_normal[3];
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out vec4 color;
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out float dist_to_aaw;
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out float half_width_to_aaw;
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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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// When the cosine of the angle between
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// two vectors is larger than this, we
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// consider them aligned
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const float COS_THRESHOLD = 0.999;
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// Used to determine how many lines to break the curve into
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const float POLYLINE_FACTOR = 100;
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const int MAX_STEPS = 32;
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const float MITER_COS_ANGLE_THRESHOLD = -0.9;
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#INSERT emit_gl_Position.glsl
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#INSERT finalize_color.glsl
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vec3 point_on_quadratic(float t, vec3 c0, vec3 c1, vec3 c2){
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return c0 + c1 * t + c2 * t * t;
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}
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vec3 tangent_on_quadratic(float t, vec3 c1, vec3 c2){
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return c1 + 2 * c2 * t;
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}
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vec3 project(vec3 vect, vec3 unit_normal){
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/* Project the vector onto the plane perpendicular to a given unit normal */
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return vect - dot(vect, unit_normal) * unit_normal;
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}
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vec3 rotate_vector(vec3 vect, vec3 unit_normal, float angle){
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vec3 perp = cross(unit_normal, vect);
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return cos(angle) * vect + sin(angle) * perp;
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}
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vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, float joint_angle, bool inside_curve, bool draw_flat){
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/*
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Step the the left of a curve.
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First a perpendicular direction is calculated, then it is adjusted
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so as to make a joint.
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*/
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vec3 unit_tan = normalize(draw_flat ? tangent : project(tangent, unit_normal));
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// Step to stroke width bound should be perpendicular
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// both to the tangent and the normal direction
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vec3 step = normalize(cross(unit_normal, unit_tan));
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// For non-flat stroke, there can be glitches when the tangent direction
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// lines up very closely with the direction to the camera, treated here
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// as the unit normal. To avoid those, this smoothly transitions to a step
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// direction perpendicular to the true curve normal.
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if(joint_angle != 0){
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float alignment = abs(dot(normalize(tangent), unit_normal));
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float alignment_threshold = 0.97; // This could maybe be chosen in a more principled way based on stroke width
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if (alignment > alignment_threshold) {
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vec3 perp = normalize(cross(v_unit_normal[1], tangent));
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step = mix(step, project(step, perp), smoothstep(alignment_threshold, 1.0, alignment));
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}
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}
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if (inside_curve || int(joint_type) == NO_JOINT) return step;
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float cos_angle = cos(joint_angle);
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float sin_angle = sin(joint_angle);
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if (abs(cos_angle) > COS_THRESHOLD) return step;
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// Below here, figure out the adjustment to bevel or miter a joint
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if (!draw_flat){
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// Figure out what joint product would be for everything projected onto
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// the plane perpendicular to the normal direction (which here would be to_camera)
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step = normalize(cross(unit_normal, unit_tan)); // Back to original step
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vec3 adj_tan = rotate_vector(tangent, v_unit_normal[1], joint_angle);
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adj_tan = project(adj_tan, unit_normal);
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cos_angle = dot(unit_tan, normalize(adj_tan));
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sin_angle = sqrt(1 - cos_angle * cos_angle) * sign(joint_angle) * sign(dot(unit_normal, v_unit_normal[1]));
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}
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// If joint type is auto, it will bevel for cos(angle) > MITER_COS_ANGLE_THRESHOLD,
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// and smoothly transition to miter for those with sharper angles
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float miter_factor;
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if (joint_type == BEVEL_JOINT){
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miter_factor = 0.0;
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}else if (joint_type == MITER_JOINT){
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miter_factor = 1.0;
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}else {
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float mcat1 = MITER_COS_ANGLE_THRESHOLD;
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float mcat2 = mix(mcat1, -1.0, 0.5);
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miter_factor = smoothstep(mcat1, mcat2, cos_angle);
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}
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float shift = (cos_angle + mix(-1, 1, miter_factor)) / sin_angle;
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return step + shift * unit_tan;
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}
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void emit_point_with_width(
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vec3 point,
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vec3 tangent,
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float joint_angle,
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float width,
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vec4 joint_color,
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bool inside_curve,
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bool draw_flat
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){
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// Find unit normal
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vec3 unit_normal = draw_flat ? v_unit_normal[1] : normalize(camera_position - point);
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// Set styling
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color = finalize_color(joint_color, point, unit_normal);
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// Figure out the step from the point to the corners of the
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// triangle strip around the polyline
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vec3 step = step_to_corner(point, tangent, unit_normal, joint_angle, inside_curve, draw_flat);
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float aaw = max(anti_alias_width * pixel_size, 1e-8);
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// Emit two corners
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// The frag shader will receive a value from -1 to 1,
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// reflecting where in the stroke that point is
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for (int sign = -1; sign <= 1; sign += 2){
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float dist_to_curve = sign * 0.5 * (width + aaw);
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emit_gl_Position(point + dist_to_curve * step);
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half_width_to_aaw = 0.5 * width / aaw;
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dist_to_aaw = dist_to_curve / aaw;
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EmitVertex();
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}
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}
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void main() {
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// Curves are marked as ended 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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// Check null stroke
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if (vec3(v_stroke_width[0], v_stroke_width[1], v_stroke_width[2]) == vec3(0.0, 0.0, 0.0)) return;
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if (vec3(v_color[0].a, v_color[1].a, v_color[2].a) == vec3(0.0, 0.0, 0.0)) return;
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bool draw_flat = bool(flat_stroke) || bool(is_fixed_in_frame);
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// Coefficients such that the quadratic bezier is c0 + c1 * t + c2 * t^2
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vec3 c0 = verts[0];
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vec3 c1 = 2 * (verts[1] - verts[0]);
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vec3 c2 = verts[0] - 2 * verts[1] + verts[2];
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// Estimate how many line segment the curve should be divided into
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// based on the area of the triangle defined by these control points
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float area = 0.5 * length(cross(verts[1] - verts[0], verts[2] - verts[0]));
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int count = int(round(POLYLINE_FACTOR * sqrt(area) / frame_scale));
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int n_steps = min(2 + count, MAX_STEPS);
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// Emit vertex pairs aroudn subdivided points
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for (int i = 0; i < MAX_STEPS; i++){
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if (i >= n_steps) break;
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float t = float(i) / (n_steps - 1);
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// Point and tangent
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vec3 point = point_on_quadratic(t, c0, c1, c2);
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vec3 tangent = tangent_on_quadratic(t, c1, c2);
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// Style
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float stroke_width = mix(v_stroke_width[0], v_stroke_width[2], t);
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vec4 color = mix(v_color[0], v_color[2], t);
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// This is sent along to prevent needless joint creation
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bool inside_curve = (i > 0 && i < n_steps - 1);
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// Use middle joint product for inner points, flip sign for first one's cross product component
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float joint_angle;
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if (i == 0){
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joint_angle = -v_joint_angle[0];
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}
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else if (inside_curve){
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joint_angle = 0;
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}
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else {
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joint_angle = v_joint_angle[2];
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}
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emit_point_with_width(
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point, tangent, joint_angle,
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stroke_width, color,
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inside_curve, draw_flat
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);
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}
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EndPrimitive();
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} |