A little clean up to fill shader

This commit is contained in:
Grant Sanderson
2023-01-10 09:49:51 -08:00
parent 70113d5a48
commit b31ad49850
2 changed files with 38 additions and 51 deletions

View File

@ -25,7 +25,7 @@ float sdf(float x0, float y0){
void main() {
if (color.a == 0) discard;
frag_color = color;
if (fill_all == 1.0) return;
if (bool(fill_all)) return;
float dist = sdf(uv_coords.x, uv_coords.y);
frag_color.a *= smoothstep(1, 0, dist / uv_anti_alias_width);
}

View File

@ -33,6 +33,8 @@ out float is_linear;
vec3 unit_normal;
const float ANGLE_THRESHOLD = 1e-3;
// Analog of import for manim only
#INSERT quadratic_bezier_geometry_functions.glsl
@ -65,60 +67,49 @@ void emit_simple_triangle(){
}
void emit_pentagon(vec3[3] points, vec3 normal){
vec3 p0 = points[0];
vec3 p1 = points[1];
vec3 p2 = points[2];
void emit_pentagon(vec3[3] points){
vec2 p0 = points[0].xy;
vec2 p1 = points[1].xy;
vec2 p2 = points[2].xy;
// Tangent vectors
vec3 t01 = normalize(p1 - p0);
vec3 t12 = normalize(p2 - p1);
// Vectors perpendicular to the curve in the plane of the curve pointing outside the curve
vec3 p0_perp = cross(t01, normal);
vec3 p2_perp = cross(t12, normal);
vec2 t01 = normalize(p1 - p0);
vec2 t12 = normalize(p2 - p1);
// Vectors perpendicular to the curve in the plane
// of the curve pointing outside the curve
float cross_prod = cross2d(t01, t12);
float sgn = cross_prod >= 0.0 ? 1.0 : -1.0;
vec2 p0_perp = sgn * vec2(t01.y, -t01.x);
vec2 p2_perp = sgn * vec2(t12.y, -t12.x);
float angle = asin(clamp(cross_prod, -1, 1));
is_linear = float(abs(angle) < ANGLE_THRESHOLD);
bool fill_inside = orientation > 0.0;
float aaw = anti_alias_width * frame_shape.y / pixel_shape.y;
vec3 corners[5];
if(bool(is_linear)){
// For straight lines, buff out in both directions
corners = vec3[5](
p0 + aaw * p0_perp,
p0 - aaw * p0_perp,
p1 + 0.5 * aaw * (p0_perp + p2_perp),
p2 - aaw * p2_perp,
p2 + aaw * p2_perp
);
} else if(fill_inside){
// If curved, and filling insight, just buff out away interior
corners = vec3[5](
p0 + aaw * p0_perp,
p0,
p1 + 0.5 * aaw * (p0_perp + p2_perp),
p2,
p2 + aaw * p2_perp
);
}else{
corners = vec3[5](
p0,
p0 - aaw * p0_perp,
p1,
p2 - aaw * p2_perp,
p2
);
vec2 corners[5] = vec2[5](p0, p0, p1, p2, p2);
if(fill_inside || bool(is_linear)){
// Add buffer outside the curve
corners[0] += aaw * p0_perp;
corners[2] += 0.5 * aaw * (p0_perp + p2_perp);
corners[4] += aaw * p2_perp;
}
if(!fill_inside || bool(is_linear)){
// Add buffer inside the curve
corners[1] -= aaw * p0_perp;
corners[3] -= aaw * p2_perp;
}
// Compute xy_to_uv matrix, and potentially re-evaluate bezier degree
mat3 xy_to_uv = get_xy_to_uv(
vec2[3](p0.xy, p1.xy, p2.xy),
is_linear, is_linear
);
mat3 xy_to_uv = get_xy_to_uv(vec2[3](p0, p1, p2), is_linear, is_linear);
uv_anti_alias_width = aaw * length(xy_to_uv[0].xy);
for(int i = 0; i < 5; i++){
vec3 corner = corners[i];
uv_coords = (xy_to_uv * vec3(corner.xy, 1.0)).xy;
int j = int(sign(i - 1) + 1); // Maps i = [0, 1, 2, 3, 4] onto j = [0, 0, 1, 2, 2]
vec3 corner = vec3(corners[i], points[j].z);
uv_coords = (xy_to_uv * vec3(corners[i], 1.0)).xy;
emit_vertex_wrapper(corner, j);
}
EndPrimitive();
@ -132,19 +123,15 @@ void main(){
(v_vert_index[2] - v_vert_index[1]) != 1.0
);
if(fill_all == 1.0){
if(bool(fill_all)){
emit_simple_triangle();
return;
}
vec3 v01 = normalize(bp[1] - bp[0]);
vec3 v12 = normalize(bp[2] - bp[1]);
float angle = acos(clamp(dot(v01, v12), -1, 1));
is_linear = float(angle < 1e-3);
vec3[3] new_bp = vec3[3](bp[0], bp[1], bp[2]);
unit_normal = get_unit_normal(new_bp);
vec3[3] verts = vec3[3](bp[0], bp[1], bp[2]);
unit_normal = get_unit_normal(verts);
orientation = v_orientation[0];
emit_pentagon(new_bp, unit_normal);
emit_pentagon(verts);
}