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https://github.com/3b1b/manim.git
synced 2025-08-05 22:03:01 +08:00
Clean up stroke geometry shader to better function in 3d
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@ -48,27 +48,12 @@ const float ANGLE_THRESHOLD = 1e-3;
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#INSERT get_xy_to_uv.glsl
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#INSERT get_gl_Position.glsl
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#INSERT get_unit_normal.glsl
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#INSERT finalize_color.glsl
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#INSERT rotate.glsl
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float atan2(float y, float x){
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// Normally atan is undefined for x = 0
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if(x == 0) return sign(y) * 0.5 * PI;
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return atan(y, x);
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}
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float angle_between(vec2 v1, vec2 v2){
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vec2 quot = complex_div(v2, v1); // Defined in get_xy_to_uv
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return atan2(quot.y, quot.x);
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}
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void create_joint(float angle, vec2 unit_tan, float buff,
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vec2 static_c0, out vec2 changing_c0,
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vec2 static_c1, out vec2 changing_c1){
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void create_joint(float angle, vec3 unit_tan, float buff,
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vec3 static_c0, out vec3 changing_c0,
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vec3 static_c1, out vec3 changing_c1){
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float shift;
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if(abs(angle) < ANGLE_THRESHOLD || abs(angle) > 0.99 * PI || int(joint_type) == NO_JOINT){
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// No joint
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@ -83,133 +68,121 @@ void create_joint(float angle, vec2 unit_tan, float buff,
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changing_c1 = static_c1 + shift * unit_tan;
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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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// to control points so that the passage of vert data to
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// frag shaders is most natural.
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void 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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// Control points for a bezier curve
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vec3 p0,
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vec3 p1,
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vec3 p2,
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// Unit tangent vectors at p0 and p2
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vec3 v01,
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vec3 v12,
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float stroke_width0,
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float stroke_width2,
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// Unit normal to the whole curve
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vec3 normal,
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// Anti-alias width
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float aaw,
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float angle_from_prev,
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float angle_to_next,
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out vec2 corners[6]
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out vec3 corners[6]
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){
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vec2 p0 = controls[0];
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vec2 p1 = controls[1];
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vec2 p2 = controls[2];
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// Unit vectors for directions between control points
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vec2 v01 = normalize(p1 - p0);
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vec2 v12 = normalize(p2 - p1);
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float buff0 = 0.5 * stroke_width0 + aaw;
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float buff2 = 0.5 * stroke_width2 + aaw;
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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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// Add correction for sharp angles to prevent weird bevel effects (Needed?)
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float thresh = 0.5 * PI;
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if(angle_from_prev > thresh) buff0 *= sin(angle_from_prev);
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if(angle_to_next > thresh) buff2 *= sin(angle_to_next);
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// Add correction for sharp angles to prevent weird bevel effects
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float thresh = 0.8 * PI;
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if(angle_from_prev > thresh) buff0 *= sin(angle_from_prev) / sin(thresh);
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if(angle_to_next > thresh) buff2 *= sin(angle_to_next) / sin(thresh);
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// Peperndicular vectors to the left of the curve
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vec2 p0_perp = buff0 * vec2(-v01.y, v01.x);
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vec2 p2_perp = buff2 * vec2(-v12.y, v12.x);
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vec2 p1_perp = 0.5 * (p0_perp + p2_perp);
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// Perpendicular vectors to the left of the curve
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vec3 p0_perp = buff0 * normalize(cross(normal, v01));
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vec3 p2_perp = buff2 * normalize(cross(normal, v12));
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vec3 p1_perp = 0.5 * (p0_perp + p2_perp);
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// The order of corners should be for a triangle_strip.
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vec2 c0 = p0 + p0_perp;
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vec2 c1 = p0 - p0_perp;
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vec2 c2 = p1 + p1_perp;
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vec2 c3 = p1 - p1_perp;
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vec2 c4 = p2 + p2_perp;
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vec2 c5 = p2 - p2_perp;
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float cross_prod = cross2d(v01, v12);
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if(cross_prod > 0.0){ // Positive orientation
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c2 = 0.5 * (c0 + c4);
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}else if(cross_prod < 0.0){
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c3 = 0.5 * (c1 + c5);
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}
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vec3 c0 = p0 + p0_perp;
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vec3 c1 = p0 - p0_perp;
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vec3 c2 = p1 + p1_perp;
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vec3 c3 = p1 - p1_perp;
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vec3 c4 = p2 + p2_perp;
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vec3 c5 = p2 - p2_perp;
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float orientation = dot(normal, cross(v01, v12));
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// Move the inner middle control point to make
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// room for the curve
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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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// Account for previous and next control points
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create_joint(angle_from_prev, v01, buff0, c1, c1, c0, c0);
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create_joint(angle_to_next, -v12, buff2, c5, c5, c4, c4);
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corners = vec2[6](c0, c1, c2, c3, c4, c5);
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corners = vec3[6](c0, c1, c2, c3, c4, c5);
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}
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void main() {
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// We use the triangle strip primative, but
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// actually only need every other strip element
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if (int(v_vert_index[0]) % 2 == 1) return;
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if (distance(verts[0], verts[1]) == 0 || distance(verts[1], verts[2]) == 0) return;
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vec3 unit_normal = camera_rotation * vec3(0.0, 0.0, 1.0); // TODO, track true unit normal globally
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// Curves are marked as eneded when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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float scaled_strokes[3];
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for(int i = 0; i < 3; i++){
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scaled_strokes[i] = v_stroke_width[i];
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if(bool(flat_stroke)){
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vec3 to_cam = normalize(vec3(0.0, 0.0, focal_distance) - verts[i]);
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scaled_strokes[i] *= abs(dot(unit_normal, to_cam));
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}
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// TODO, track true unit normal globally (probably as a uniform)
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vec3 unit_normal = vec3(0.0, 0.0, 1.0);
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if(bool(flat_stroke)){
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unit_normal = camera_rotation * vec3(0.0, 0.0, 1.0);
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}
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// Set joint information, potentially recomputing based on perspective
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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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vec3 p0 = verts[0];
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vec3 p1 = verts[1];
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vec3 p2 = verts[2];
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vec3 v01 = normalize(p1 - p0);
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vec3 v12 = normalize(p2 - p1);
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if(angle_from_prev > 0.0 && unit_normal != vec3(0.0, 0.0, 1.0)){
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vec3 v01 = verts[1] - verts[0];
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vec3 from_prev = rotate(v01, angle_from_prev, unit_normal);
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angle_from_prev = angle_between(from_prev.xy, v01.xy);
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}
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if(angle_to_next > 0.0 && unit_normal != vec3(0.0, 0.0, 1.0)){
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vec3 v12 = verts[2] - verts[1];
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vec3 to_next = rotate(v12, -angle_to_next, unit_normal);
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angle_to_next = angle_between(v12.xy, to_next.xy);
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}
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// Control points are projected to the xy plane before drawing, which in turn
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// gets tranlated to a uv plane. The z-coordinate information will be remembered
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// by what's sent out to gl_Position, and by how it affects the lighting and stroke width
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vec2 flat_verts[3] = vec2[3](verts[0].xy, verts[1].xy, verts[2].xy);
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float angle = acos(clamp(dot(v01, v12), -1, 1));
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is_linear = float(abs(angle) < ANGLE_THRESHOLD);
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// If the curve is flat, put the middle control in the midpoint
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float angle = angle_between(flat_verts[1] - flat_verts[0], flat_verts[2] - flat_verts[1]);
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is_linear = float(abs(angle) < ANGLE_THRESHOLD);
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if (bool(is_linear)){
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flat_verts[1] = 0.5 * (flat_verts[0] + flat_verts[2]);
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}
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if (bool(is_linear)) p1 = 0.5 * (p0 + p2);
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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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// 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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mat3 xy_to_uv = get_xy_to_uv(flat_verts, is_linear, is_linear);
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mat3 xy_to_uv = get_xy_to_uv(vec2[3](p0.xy, p1.xy, p2.xy), is_linear, is_linear);
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float uv_scale_factor = length(xy_to_uv[0].xy);
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float scaled_aaw = anti_alias_width * (frame_shape.y / pixel_shape.y);
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uv_anti_alias_width = uv_scale_factor * scaled_aaw;
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// Corners of a bounding region around curve
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vec2 corners[6];
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vec3 corners[6];
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get_corners(
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flat_verts, scaled_strokes, scaled_aaw,
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angle_from_prev, angle_to_next,
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p0, p1, p2, v01, v12,
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v_stroke_width[0],
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v_stroke_width[2],
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unit_normal,
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scaled_aaw,
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v_joint_angle[0],
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v_joint_angle[2],
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corners
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);
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// Emit each corner
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for(int i = 0; i < 6; i++){
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int vert_index = i / 2;
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uv_coords = (xy_to_uv * vec3(corners[i], 1.0)).xy;
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uv_stroke_width = uv_scale_factor * scaled_strokes[vert_index];
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// Apply some lighting to the color before sending out.
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vec3 xyz_coords = vec3(corners[i], verts[vert_index].z);
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uv_coords = (xy_to_uv * vec3(corners[i].xy, 1)).xy;
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uv_stroke_width = uv_scale_factor * v_stroke_width[vert_index];
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color = finalize_color(
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v_color[vert_index],
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xyz_coords,
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corners[i],
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unit_normal,
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light_source_position,
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camera_position,
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@ -217,7 +190,7 @@ void main() {
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gloss,
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shadow
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);
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gl_Position = get_gl_Position(vec3(corners[i], verts[vert_index].z));
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gl_Position = get_gl_Position(corners[i]);
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EmitVertex();
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}
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EndPrimitive();
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