3b1b-manim/manimlib/shaders/quadratic_bezier_stroke_geom.glsl
2020-06-04 11:29:36 -07:00

275 lines
No EOL
8.7 KiB
GLSL

#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 5) out;
// Needed for get_gl_Position
uniform float aspect_ratio;
uniform float focal_distance;
uniform float anti_alias_width;
in vec3 bp[3];
in vec3 prev_bp[3];
in vec3 next_bp[3];
in vec3 v_global_unit_normal[3];
in vec4 v_color[3];
in float v_stroke_width[3];
in float v_joint_type[3];
in float v_gloss[3];
out vec4 color;
out float uv_stroke_width;
out float gloss;
out float uv_anti_alias_width;
out float has_prev;
out float has_next;
out float bevel_start;
out float bevel_end;
out float angle_from_prev;
out float angle_to_next;
out float bezier_degree;
out vec3 xyz_coords;
out vec3 global_unit_normal;
out vec2 uv_coords;
out vec2 uv_b2;
// Codes for joint types
const float AUTO_JOINT = 0;
const float ROUND_JOINT = 1;
const float BEVEL_JOINT = 2;
const float MITER_JOINT = 3;
// To my knowledge, there is no notion of #include for shaders,
// so to share functionality between this and others, the caller
// replaces this line with the contents of named file
#INSERT quadratic_bezier_geometry_functions.glsl
#INSERT get_gl_Position.glsl
#INSERT get_unit_normal.glsl
float get_aaw_scalar(vec3 normal){
return min(abs(normal.z), 5);
}
float angle_between_vectors(vec3 v1, vec3 v2, vec3 normal){
float v1_norm = length(v1);
float v2_norm = length(v2);
if(v1_norm == 0 || v2_norm == 0) return 0;
vec3 nv1 = v1 / v1_norm;
vec3 nv2 = v2 / v2_norm;
// float signed_area = clamp(dot(cross(nv1, nv2), normal), -1, 1);
// return asin(signed_area);
float unsigned_angle = acos(clamp(dot(nv1, nv2), -1, 1));
float sn = sign(dot(cross(nv1, nv2), normal));
return sn * unsigned_angle;
}
bool find_intersection(vec3 p0, vec3 v0, vec3 p1, vec3 v1, vec3 normal, out vec3 intersection){
// Find the intersection of a line passing through
// p0 in the direction v0 and one passing through p1 in
// the direction p1.
// That is, find a solutoin to p0 + v0 * t = p1 + v1 * s
// float det = -v0.x * v1.y + v1.x * v0.y;
float det = dot(cross(v1, v0), normal);
if(det == 0){
// intersection = p0;
return false;
}
float t = dot(cross(p0 - p1, v1), normal) / det;
intersection = p0 + v0 * t;
return true;
}
bool is_between(vec3 p, vec3 a, vec3 b){
// Assumes three points fall on a line, returns whether
// or not p sits between a and b.
float d_pa = distance(p, a);
float d_pb = distance(p, b);
float d_ab = distance(a, b);
return (d_ab >= d_pa && d_ab >= d_pb);
}
// Tries to detect if one of the corners defined by the buffer around
// b0 and b2 should be modified to form a better convex hull
bool should_motify_corner(vec3 c, vec3 from_c, vec3 o1, vec3 o2, vec3 from_o, vec3 normal, float buff){
vec3 int1;
vec3 int2;
find_intersection(c, from_c, o1, from_o, normal, int1);
find_intersection(c, from_c, o2, from_o, normal, int2);
return !is_between(int2, c + 1 * from_c * buff, int1);
}
void create_joint(float angle, vec3 unit_tan, float buff, float should_bevel,
vec3 static_c0, out vec3 changing_c0,
vec3 static_c1, out vec3 changing_c1){
float shift;
float joint_type = v_joint_type[0];
bool miter = (
(joint_type == AUTO_JOINT && abs(angle) > 2.8 && should_bevel == 1) ||
(joint_type == MITER_JOINT)
);
if(abs(angle) < 1e-3){
// No joint
shift = 0;
}else if(miter){
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
int get_corners(vec3 controls[3], vec3 normal, int degree, out vec3 corners[5]){
vec3 p0 = controls[0];
vec3 p1 = controls[1];
vec3 p2 = controls[2];
// Unit vectors for directions between control points
vec3 v10 = normalize(p0 - p1);
vec3 v12 = normalize(p2 - p1);
vec3 v01 = -v10;
vec3 v21 = -v12;
//
vec3 p0_perp = cross(normal, v01); // Pointing to the left of the curve from p0
vec3 p2_perp = cross(normal, v12); // Pointing to the left of the curve from p2
// aaw is the added width given around the polygon for antialiasing.
// In case the normal is faced away from (0, 0, 1), the vector to the
// camera, this is scaled up.
float aaw = anti_alias_width / get_aaw_scalar(normal);
float buff0 = 0.5 * v_stroke_width[0] + aaw;
float buff2 = 0.5 * v_stroke_width[2] + aaw;
float aaw0 = (1 - has_prev) * aaw;
float aaw2 = (1 - has_next) * aaw;
vec3 c0 = p0 - buff0 * p0_perp + aaw0 * v10;
vec3 c1 = p0 + buff0 * p0_perp + aaw0 * v10;
vec3 c2 = p2 + buff2 * p2_perp + aaw2 * v12;
vec3 c3 = p2 - buff2 * p2_perp + aaw2 * v12;
// Account for previous and next control points
if(has_prev > 0) create_joint(angle_from_prev, v01, buff0, bevel_start, c0, c0, c1, c1);
if(has_next > 0) create_joint(angle_to_next, v21, buff2, bevel_end, c3, c3, c2, c2);
// Linear case is the simplest
if(degree == 1){
// Swap between 2 and 3 is deliberate, the order of corners
// should be for a triangle_strip. Last entry is a dummy
corners = vec3[5](c0, c1, c3, c2, vec3(0.0));
return 4;
}
// Otherwise, form a pentagon around the curve
float orientation = sign(dot(cross(v01, v12), normal)); // Positive for ccw curves
if(orientation > 0) corners = vec3[5](c0, c1, p1, c2, c3);
else corners = vec3[5](c1, c0, p1, c3, c2);
// Replace corner[2] with convex hull point accounting for stroke width
find_intersection(corners[0], v01, corners[4], v21, normal, corners[2]);
return 5;
}
void set_adjascent_info(vec3 c0, vec3 tangent,
int degree,
vec3 normal,
vec3 adj[3],
out float bevel,
out float angle
){
float joint_type = v_joint_type[0];
vec3 new_adj[3];
float adj_degree = get_reduced_control_points(adj, new_adj);
// Check if adj_degree is zero?
angle = angle_between_vectors(c0 - new_adj[1], tangent, normal);
// Decide on joint type
bool one_linear = (degree == 1 || adj_degree == 1.0);
bool should_bevel = (
(joint_type == AUTO_JOINT && one_linear) ||
joint_type == BEVEL_JOINT
);
bevel = should_bevel ? 1.0 : 0.0;
}
void set_previous_and_next(vec3 controls[3], int degree, vec3 normal){
float a_tol = 1e-8;
// Made as floats not bools so they can be passed to the frag shader
has_prev = float(distance(prev_bp[2], bp[0]) < a_tol);
has_next = float(distance(next_bp[0], bp[2]) < a_tol);
if(has_prev > 0){
vec3 tangent = controls[1] - controls[0];
set_adjascent_info(
controls[0], tangent, degree, normal,
vec3[3](prev_bp[0], prev_bp[1], prev_bp[2]),
bevel_start, angle_from_prev
);
}
if(has_next > 0){
vec3 tangent = controls[1] - controls[2];
set_adjascent_info(
controls[2], tangent, degree, normal,
vec3[3](next_bp[0], next_bp[1], next_bp[2]),
bevel_end, angle_to_next
);
angle_to_next *= -1;
}
}
void main() {
vec3 unit_normal = v_global_unit_normal[0];
// anti_alias_width /= cos(0.5 * acos(abs(unit_normal.z)));
vec3 controls[3];
bezier_degree = get_reduced_control_points(vec3[3](bp[0], bp[1], bp[2]), controls);
int degree = int(bezier_degree);
// Null curve
if(degree == 0) return;
set_previous_and_next(controls, degree, unit_normal);
// Find uv conversion matrix
mat4 xyz_to_uv = get_xyz_to_uv(controls[0], controls[1], unit_normal);
float scale_factor = length(controls[1] - controls[0]);
uv_anti_alias_width = anti_alias_width / scale_factor / get_aaw_scalar(unit_normal);
uv_b2 = (xyz_to_uv * vec4(controls[2], 1.0)).xy;
// Corners of a bounding region around curve
vec3 corners[5];
int n_corners = get_corners(controls, unit_normal, degree, corners);
int index_map[5] = int[5](0, 0, 1, 2, 2);
if(n_corners == 4) index_map[2] = 2;
// Emit each corner
for(int i = 0; i < n_corners; i++){
xyz_coords = corners[i];
uv_coords = (xyz_to_uv * vec4(xyz_coords, 1.0)).xy;
uv_stroke_width = v_stroke_width[index_map[i]] / scale_factor;
color = v_color[index_map[i]];
gloss = v_gloss[index_map[i]];
global_unit_normal = v_global_unit_normal[index_map[i]];
gl_Position = get_gl_Position(xyz_coords);
EmitVertex();
}
EndPrimitive();
}