3b1b-manim/manimlib/shaders/quadratic_bezier_stroke/geom.glsl
2023-01-20 10:10:39 -08:00

212 lines
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6.2 KiB
GLSL

#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];
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;
// 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 get_gl_Position.glsl
#INSERT get_xyz_to_uv.glsl
#INSERT finalize_color.glsl
vec3 get_joint_unit_normal(vec4 joint_product){
vec3 result;
if(joint_product.w < COS_THRESHOLD){
result = joint_product.xyz;
}else{
result = v_joint_product[1].xyz;
}
float norm = length(result);
return (norm > 1e-5) ? result / norm : vec3(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;
}
// 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]
){
float buff0 = 0.5 * v_stroke_width[0] + aaw;
float buff2 = 0.5 * v_stroke_width[2] + aaw;
// Add correction for sharp angles to prevent weird bevel effects
if(v_joint_product[0].w < -0.75) buff0 *= 4 * (v_joint_product[0].w + 1.0);
if(v_joint_product[2].w < -0.75) buff2 *= 4 * (v_joint_product[2].w + 1.0);
// Unit normal and joint angles
vec3 normal0 = get_joint_unit_normal(v_joint_product[0]);
vec3 normal2 = get_joint_unit_normal(v_joint_product[2]);
// Set global unit normal
unit_normal = normal0;
// Choose the "outward" normal direction
normal0 *= sign(normal0.z);
normal2 *= sign(normal2.z);
vec3 p0_perp;
vec3 p2_perp;
if(bool(flat_stroke)){
// Perpendicular vectors to the left of the curve
p0_perp = buff0 * normalize(cross(normal0, v01));
p2_perp = buff2 * normalize(cross(normal2, v12));
}else{
// p0_perp = buff0 * normal0;
// p2_perp = buff2 * normal2;
p0_perp = buff0 * normalize(cross(camera_position - p0, v01));
p2_perp = buff2 * normalize(cross(camera_position - p2, 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;
// Move the inner middle control point to make
// room for the curve
float orientation = dot(normal0, v_joint_product[1].xyz);
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
if(bool(flat_stroke)){
create_joint(v_joint_product[0], v01, buff0, c1, c1, c0, c0);
create_joint(v_joint_product[2], -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;
vec3 p0 = verts[0];
vec3 p1 = verts[1];
vec3 p2 = verts[2];
vec3 v01 = normalize(p1 - p0);
vec3 v12 = normalize(p2 - p1);
float cos_angle = v_joint_product[1].w;
is_linear = float(cos_angle > 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
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);
gl_Position = get_gl_Position(corners[i]);
EmitVertex();
}
EndPrimitive();
}