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https://github.com/3b1b/manim.git
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Small cleanup
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@ -76,6 +76,7 @@ void create_joint(float angle, vec2 unit_tan, float buff,
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int get_corners(
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vec2 controls[3],
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float stroke_widths[3],
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float aaw, // Anti-alias width
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float angle_from_prev,
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float angle_to_next,
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out vec2 corners[5]
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@ -90,13 +91,14 @@ int get_corners(
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vec2 v01 = -v10;
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vec2 v21 = -v12;
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vec2 p0_perp = vec2(-v01.y, v01.x); // Pointing to the left of the curve from p0
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vec2 p2_perp = vec2(-v12.y, v12.x); // Pointing to the left of the curve from p2
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float cross_prod = cross2d(v01, v12);
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float sgn = (cross_prod >= 0.0 || bool(is_linear)) ? 1.0 : -1.0;
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vec2 p0_perp = sgn * vec2(-v01.y, v01.x); // Pointing to the inside of the curve from p0
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vec2 p2_perp = sgn * vec2(-v12.y, v12.x); // Pointing to the inside of the curve from p2
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// aaw is the added width given around the polygon for antialiasing.
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// In case the normal is faced away from (0, 0, 1), the vector to the
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// camera, this is scaled up.
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float aaw = anti_alias_width * frame_shape.y / pixel_shape.y;
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float buff0 = 0.5 * stroke_widths[0] + aaw;
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float buff2 = 0.5 * stroke_widths[2] + aaw;
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@ -116,11 +118,8 @@ int get_corners(
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return 4;
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}
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// Otherwise, form a pentagon around the curve
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float orientation = sign(cross2d(v01, v12)); // Positive for ccw curves
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if(orientation > 0) corners = vec2[5](c0, c1, p1, c2, c3);
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else corners = vec2[5](c1, c0, p1, c3, c2);
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// Replace corner[2] with convex hull point accounting for stroke width
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corners[2] = corners[2] - orientation * (buff0 * p0_perp + buff2 * p2_perp);
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corners = vec2[5](c0, c1, p1, c2, c3);
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corners[2] -= buff0 * p0_perp + buff2 * p2_perp;
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return 5;
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}
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@ -151,11 +150,11 @@ void main() {
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float angle_from_prev = v_joint_angle[0];
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float angle_to_next = v_joint_angle[2];
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if(angle_from_prev == DISJOINT_CONST){
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// TODO, mark the fact that there is no previous
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// TODO, add anti-aliasing patch to curve start
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angle_from_prev = 0.0;
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}
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if(angle_to_next == DISJOINT_CONST){
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// TODO, mark the fact that there is no next
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// TODO, add anti-aliasing patch to curve end
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angle_to_next = 0.0;
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}
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@ -164,11 +163,11 @@ void main() {
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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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is_linear = float(abs(v_joint_angle[1]) < ANGLE_THRESHOLD);
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mat3 xy_to_uv = get_xy_to_uv(flat_controls, is_linear, is_linear);
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float scale_factor = length(xy_to_uv[0].xy);
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uv_anti_alias_width = scale_factor * anti_alias_width * (frame_shape.y / pixel_shape.y);
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float uv_scale_factor = length(xy_to_uv[0].xy);
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float scaled_anti_alias_width = anti_alias_width * (frame_shape.y / pixel_shape.y);
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uv_anti_alias_width = uv_scale_factor * scaled_anti_alias_width;
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// If the curve is flat, put the middle control in the midpoint
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if (bool(is_linear)){
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@ -179,7 +178,7 @@ void main() {
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vec2 corners[5];
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int n_corners = get_corners(
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flat_controls, scaled_strokes,
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angle_from_prev, angle_to_next,
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scaled_anti_alias_width, angle_from_prev, angle_to_next,
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corners
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);
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@ -189,7 +188,7 @@ void main() {
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// Emit each corner
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for(int i = 0; i < n_corners; i++){
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uv_coords = (xy_to_uv * vec3(corners[i], 1.0)).xy;
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uv_stroke_width = scale_factor * scaled_strokes[index_map[i]];
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uv_stroke_width = uv_scale_factor * scaled_strokes[index_map[i]];
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// Apply some lighting to the color before sending out.
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vec3 xyz_coords = vec3(corners[i], verts[index_map[i]].z);
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color = finalize_color(
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