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https://github.com/3b1b/manim.git
synced 2025-08-02 19:46:21 +08:00
Clean up a few messes from previous commit
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@ -59,8 +59,9 @@ mat3 map_point_pairs(vec2 src0, vec2 src1, vec2 dest0, vec2 dest1){
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}
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mat3 get_xy_to_uv(vec2 controls[3], float bezier_degree){
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mat3 get_xy_to_uv(vec2 controls[3], float bezier_degree, out float new_bezier_degree){
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vec2[2] dest;
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new_bezier_degree = bezier_degree;
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if (bezier_degree == 1.0){
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dest[0] = vec2(0, 0);
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dest[1] = vec2(1, 0);
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@ -68,8 +69,15 @@ mat3 get_xy_to_uv(vec2 controls[3], float bezier_degree){
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vec2 xs = xs_on_clean_parabola(controls);
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float x0 = xs.x;
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float x2 = xs.y;
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dest[0] = vec2(x0, x0 * x0);
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dest[1] = vec2(x2, x2 * x2);
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float thresh = 2.0;
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if((x0 > thresh && x2 > thresh) || (x0 < -thresh && x2 < -thresh)){
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dest[0] = vec2(0, 0);
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dest[1] = vec2(1, 0);
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new_bezier_degree = 1.0;
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}else{
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dest[0] = vec2(x0, x0 * x0);
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dest[1] = vec2(x2, x2 * x2);
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}
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}
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return map_point_pairs(
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controls[0], controls[2], dest[0], dest[1]
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@ -12,7 +12,7 @@ in float bezier_degree;
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out vec4 frag_color;
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const float QUICK_DIST_WIDTH = 0.1;
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const float QUICK_DIST_WIDTH = 0.2;
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float cube_root(float x){
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@ -23,17 +23,18 @@ float cube_root(float x){
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// Distance from (x0, y0) to the curve y = x^2
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float dist_to_curve(float x0, float y0){
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if(bezier_degree == 1.0){
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// In this case, the curve will actually have
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// been set to equal the x axis
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return y0;
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}
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if(false && uv_stroke_width < QUICK_DIST_WIDTH){
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if(uv_stroke_width < QUICK_DIST_WIDTH){
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// This is a quick approximation for computing
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// the distance to the curve.
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// Evaluate F(x, y) = y - x^2
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// divide by its gradient's magnitude
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return (y0 - x0 * x0) / sqrt(1 + 4 * x0 * x0);
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}
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// Otherwise, explicit solve for the minmal distance using the cubic formula
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//
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// Otherwise, solve for the minimal distance.
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// The distance squared between (x0, y0) and a point (x, x^2) looks like
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//
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// (x0 - x)^2 + (y0 - x^2)^2 = x^4 + (1 - 2y0)x^2 - 2x0 * x + (x0^2 + y0^2)
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@ -42,12 +43,7 @@ float dist_to_curve(float x0, float y0){
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//
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// x^3 + (0.5 - y0) * x - 0.5 * x0 = 0
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//
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// float p = 0.5 - y0;
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// float mhq = 0.25 * x0; // negative half of q
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// float sqrt_disc = sqrt(mhq * mhq + p * p * p / 27.0);
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// float x = cube_root(mhq + sqrt_disc) + cube_root(mhq - sqrt_disc);
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// return distance(uv_coords, vec2(x, x * x));
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// Use two rounds of Newton's method
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float x = x0;
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float p = (0.5 - y0);
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float q = -0.5 * x0;
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@ -69,6 +65,5 @@ void main() {
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float signed_dist = abs(dist_to_curve(x0, y0)) - 0.5 * uv_stroke_width;
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frag_color = color;
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// if(uv_stroke_width > QUICK_DIST_WIDTH) frag_color = vec4(1, 0, 0, 1);
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frag_color.a *= smoothstep(0.5, -0.5, signed_dist / uv_anti_alias_width);
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}
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@ -131,7 +131,6 @@ int get_corners(
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void main() {
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if (distance(verts[0], verts[1]) == 0 && distance(verts[1], verts[2]) == 0) return;
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bezier_degree = (abs(v_joint_angle[1]) < ANGLE_THRESHOLD) ? 1.0 : 2.0;
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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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// Control points are projected to the xy plane before drawing, which in turn
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@ -150,10 +149,6 @@ void main() {
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scaled_strokes[i] = v_stroke_width[i] * sf;
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}
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// If the curve is flat, put the middle control in the midpoint
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if (bezier_degree == 1.0){
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flat_controls[1] = 0.5 * (flat_controls[0] + flat_controls[2]);
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}
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// Set joint information
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float angle_from_prev = v_joint_angle[0];
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@ -167,6 +162,24 @@ void main() {
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angle_to_next = 0.0;
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}
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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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bezier_degree = (abs(v_joint_angle[1]) < ANGLE_THRESHOLD) ? 1.0 : 2.0;
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float new_bezier_degree;
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mat3 xy_to_uv = get_xy_to_uv(flat_controls, bezier_degree, new_bezier_degree);
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bezier_degree = new_bezier_degree;
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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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// If the curve is flat, put the middle control in the midpoint
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if (bezier_degree == 1.0){
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flat_controls[1] = 0.5 * (flat_controls[0] + flat_controls[2]);
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}
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// Corners of a bounding region around curve
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vec2 corners[5];
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int n_corners = get_corners(
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@ -178,11 +191,6 @@ void main() {
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int index_map[5] = int[5](0, 0, 1, 2, 2);
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if(n_corners == 4) index_map[2] = 2;
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// Find uv conversion
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mat3 xy_to_uv = get_xy_to_uv(flat_controls, bezier_degree);
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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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// 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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