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Small refactor to stroke geom shader
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@ -49,6 +49,12 @@ vec3 get_joint_unit_normal(vec4 joint_product){
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}
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vec4 normalized_joint_product(vec4 joint_product){
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float norm = length(joint_product);
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return (norm > 1e-10) ? joint_product / norm : vec4(0.0, 0.0, 0.0, 1.0);
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}
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void create_joint(
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vec4 joint_product,
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vec3 unit_tan,
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@ -78,6 +84,25 @@ void create_joint(
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changing_c1 = static_c1 + shift * unit_tan;
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}
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vec3 get_perp(int index, vec4 joint_product, vec3 point, vec3 tangent, float aaw){
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/*
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Perpendicular vectors to the left of the curve
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*/
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float buff = 0.5 * v_stroke_width[index] + aaw;
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// Add correction for sharp angles to prevent weird bevel effects
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if(joint_product.w < -0.9) buff *= 10 * (joint_product.w + 1.0);
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vec3 normal = get_joint_unit_normal(joint_product);
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// Set global unit normal
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unit_normal = normal;
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// Choose the "outward" normal direction
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if(normal.z < 0) normal *= -1;
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if(bool(flat_stroke)){
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return buff * normalize(cross(normal, tangent));
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}else{
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return buff * normalize(cross(camera_position - point, tangent));
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}
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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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@ -95,40 +120,15 @@ void get_corners(
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float aaw,
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out vec3 corners[6]
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){
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float buff0 = 0.5 * v_stroke_width[0] + aaw;
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float buff2 = 0.5 * v_stroke_width[2] + aaw;
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vec4 jp0 = normalize(v_joint_product[0]);
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vec4 jp2 = normalize(v_joint_product[2]);
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// Add correction for sharp angles to prevent weird bevel effects
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if(jp0.w < -0.9) buff0 *= 10 * (jp0.w + 1.0);
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if(jp2.w < -0.9) buff2 *= 10 * (jp2.w + 1.0);
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// Unit normal and joint angles
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vec3 normal0 = get_joint_unit_normal(jp0);
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vec3 normal2 = get_joint_unit_normal(jp2);
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// Set global unit normal
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unit_normal = normal0;
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// Choose the "outward" normal direction
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normal0 *= sign(normal0.z);
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normal2 *= sign(normal2.z);
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vec3 p0_perp;
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vec3 p2_perp;
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if(bool(flat_stroke)){
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// Perpendicular vectors to the left of the curve
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p0_perp = buff0 * normalize(cross(normal0, v01));
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p2_perp = buff2 * normalize(cross(normal2, v12));
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}else{
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// p0_perp = buff0 * normal0;
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// p2_perp = buff2 * normal2;
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p0_perp = buff0 * normalize(cross(camera_position - p0, v01));
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p2_perp = buff2 * normalize(cross(camera_position - p2, v12));
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}
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bool linear = bool(is_linear);
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vec4 jp0 = normalized_joint_product(v_joint_product[0]);
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vec4 jp2 = normalized_joint_product(v_joint_product[2]);
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vec3 p0_perp = get_perp(0, jp0, p0, v01, aaw);
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vec3 p2_perp = get_perp(2, jp2, p2, v12, aaw);
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vec3 p1_perp = 0.5 * (p0_perp + p2_perp);
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if(linear){
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p1_perp *= (0.5 * v_stroke_width[1] + aaw) / length(p1_perp);
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}
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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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@ -139,14 +139,15 @@ void get_corners(
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vec3 c5 = p2 - p2_perp;
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// Move the inner middle control point to make
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// room for the curve
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float orientation = dot(normal0, v_joint_product[1].xyz);
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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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// float orientation = dot(unit_normal, v_joint_product[1].xyz);
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float orientation = v_joint_product[1].z;
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if(!linear && orientation >= 0.0) c2 = 0.5 * (c0 + c4);
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else if(!linear && orientation < 0.0) c3 = 0.5 * (c1 + c5);
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// Account for previous and next control points
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if(bool(flat_stroke)){
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create_joint(jp0, v01, buff0, c1, c1, c0, c0);
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create_joint(jp2, -v12, buff2, c5, c5, c4, c4);
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create_joint(jp0, v01, length(p0_perp), c1, c1, c0, c0);
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create_joint(jp2, -v12, length(p2_perp), c5, c5, c4, c4);
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}
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corners = vec3[6](c0, c1, c2, c3, c4, c5);
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@ -167,10 +168,9 @@ void main() {
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vec3 v01 = normalize(p1 - p0);
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vec3 v12 = normalize(p2 - p1);
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vec4 jp1 = v_joint_product[1];
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float norm = length(jp1);
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float cos_angle = (norm > 0) ? (jp1 / norm).w : 1.0;
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is_linear = float(cos_angle > COS_THRESHOLD);
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vec4 jp1 = normalized_joint_product(v_joint_product[1]);
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is_linear = float(jp1.w > COS_THRESHOLD);
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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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