#version 330 layout (triangles) in; layout (triangle_strip, max_vertices = 5) out; // Needed for get_gl_Position uniform vec2 frame_shape; uniform float focal_distance; uniform float is_fixed_in_frame; uniform float anti_alias_width; uniform float flat_stroke; //Needed for lighting uniform vec3 light_source_position; uniform float joint_type; uniform float gloss; uniform float shadow; in vec3 bp[3]; in vec3 prev_bp[3]; in vec3 next_bp[3]; in vec3 v_global_unit_normal[3]; in vec4 v_color[3]; in float v_stroke_width[3]; out vec4 color; out float uv_stroke_width; out float uv_anti_alias_width; out float has_prev; out float has_next; out float bevel_start; out float bevel_end; out float angle_from_prev; out float angle_to_next; out float bezier_degree; out vec2 uv_coords; out vec2 uv_b2; // Codes for joint types const float AUTO_JOINT = 0; const float ROUND_JOINT = 1; const float BEVEL_JOINT = 2; const float MITER_JOINT = 3; const float PI = 3.141592653; #INSERT quadratic_bezier_geometry_functions.glsl #INSERT get_gl_Position.glsl #INSERT get_unit_normal.glsl #INSERT finalize_color.glsl void flatten_points(in vec3[3] points, out vec2[3] flat_points){ for(int i = 0; i < 3; i++){ float sf = perspective_scale_factor(points[i].z, focal_distance); flat_points[i] = sf * points[i].xy; } } float angle_between_vectors(vec2 v1, vec2 v2){ float v1_norm = length(v1); float v2_norm = length(v2); if(v1_norm == 0 || v2_norm == 0) return 0; float dp = dot(v1, v2) / (v1_norm * v2_norm); float angle = acos(clamp(dp, -1.0, 1.0)); float sn = sign(cross2d(v1, v2)); return sn * angle; } bool find_intersection(vec2 p0, vec2 v0, vec2 p1, vec2 v1, out vec2 intersection){ // Find the intersection of a line passing through // p0 in the direction v0 and one passing through p1 in // the direction p1. // That is, find a solutoin to p0 + v0 * t = p1 + v1 * s float det = -v0.x * v1.y + v1.x * v0.y; if(det == 0) return false; float t = cross2d(p0 - p1, v1) / det; intersection = p0 + v0 * t; return true; } void create_joint(float angle, vec2 unit_tan, float buff, vec2 static_c0, out vec2 changing_c0, vec2 static_c1, out vec2 changing_c1){ float shift; if(abs(angle) < 1e-3){ // No joint shift = 0; }else if(joint_type == MITER_JOINT){ shift = buff * (-1.0 - cos(angle)) / sin(angle); }else{ // For a Bevel joint shift = buff * (1.0 - cos(angle)) / sin(angle); } changing_c0 = static_c0 - shift * unit_tan; changing_c1 = static_c1 + shift * unit_tan; } // This function is responsible for finding the corners of // a bounding region around the bezier curve, which can be // emitted as a triangle fan int get_corners(vec2 controls[3], int degree, float stroke_widths[3], out vec2 corners[5]){ vec2 p0 = controls[0]; vec2 p1 = controls[1]; vec2 p2 = controls[2]; // Unit vectors for directions between control points vec2 v10 = normalize(p0 - p1); vec2 v12 = normalize(p2 - p1); vec2 v01 = -v10; vec2 v21 = -v12; vec2 p0_perp = vec2(-v01.y, v01.x); // Pointing to the left of the curve from p0 vec2 p2_perp = vec2(-v12.y, v12.x); // Pointing to the left of the curve from p2 // aaw is the added width given around the polygon for antialiasing. // In case the normal is faced away from (0, 0, 1), the vector to the // camera, this is scaled up. float aaw = anti_alias_width; float buff0 = 0.5 * stroke_widths[0] + aaw; float buff2 = 0.5 * stroke_widths[2] + aaw; float aaw0 = (1 - has_prev) * aaw; float aaw2 = (1 - has_next) * aaw; vec2 c0 = p0 - buff0 * p0_perp + aaw0 * v10; vec2 c1 = p0 + buff0 * p0_perp + aaw0 * v10; vec2 c2 = p2 + buff2 * p2_perp + aaw2 * v12; vec2 c3 = p2 - buff2 * p2_perp + aaw2 * v12; // Account for previous and next control points if(has_prev > 0) create_joint(angle_from_prev, v01, buff0, c0, c0, c1, c1); if(has_next > 0) create_joint(angle_to_next, v21, buff2, c3, c3, c2, c2); // Linear case is the simplest if(degree == 1){ // The order of corners should be for a triangle_strip. Last entry is a dummy corners = vec2[5](c0, c1, c3, c2, vec2(0.0)); return 4; } // Otherwise, form a pentagon around the curve float orientation = sign(cross2d(v01, v12)); // Positive for ccw curves if(orientation > 0) corners = vec2[5](c0, c1, p1, c2, c3); else corners = vec2[5](c1, c0, p1, c3, c2); // Replace corner[2] with convex hull point accounting for stroke width find_intersection(corners[0], v01, corners[4], v21, corners[2]); return 5; } void set_adjascent_info(vec2 c0, vec2 tangent, int degree, vec2 adj[3], out float bevel, out float angle ){ bool linear_adj = (angle_between_vectors(adj[1] - adj[0], adj[2] - adj[1]) < 1e-3); angle = angle_between_vectors(c0 - adj[1], tangent); // Decide on joint type bool one_linear = (degree == 1 || linear_adj); bool should_bevel = ( (joint_type == AUTO_JOINT && one_linear) || joint_type == BEVEL_JOINT ); bevel = should_bevel ? 1.0 : 0.0; } void find_joint_info(vec2 controls[3], vec2 prev[3], vec2 next[3], int degree){ float tol = 1e-6; // Made as floats not bools so they can be passed to the frag shader has_prev = float(distance(prev[2], controls[0]) < tol); has_next = float(distance(next[0], controls[2]) < tol); if(bool(has_prev)){ vec2 tangent = controls[1] - controls[0]; set_adjascent_info( controls[0], tangent, degree, prev, bevel_start, angle_from_prev ); } if(bool(has_next)){ vec2 tangent = controls[1] - controls[2]; set_adjascent_info( controls[2], tangent, degree, next, bevel_end, angle_to_next ); angle_to_next *= -1; } } void main() { // Convert control points to a standard form if they are linear or null vec3 controls[3]; vec3 prev[3]; vec3 next[3]; bezier_degree = get_reduced_control_points(vec3[3](bp[0], bp[1], bp[2]), controls); if(bezier_degree == 0.0) return; // Null curve int degree = int(bezier_degree); get_reduced_control_points(vec3[3](prev_bp[0], prev_bp[1], prev_bp[2]), prev); get_reduced_control_points(vec3[3](next_bp[0], next_bp[1], next_bp[2]), next); // Adjust stroke width based on distance from the camera float scaled_strokes[3]; for(int i = 0; i < 3; i++){ float sf = perspective_scale_factor(controls[i].z, focal_distance); if(bool(flat_stroke)){ vec3 to_cam = normalize(vec3(0.0, 0.0, focal_distance) - controls[i]); sf *= abs(dot(v_global_unit_normal[i], to_cam)); } scaled_strokes[i] = v_stroke_width[i] * sf; } // Control points are projected to the xy plane before drawing, which in turn // gets tranlated to a uv plane. The z-coordinate information will be remembered // by what's sent out to gl_Position, and by how it affects the lighting and stroke width vec2 flat_controls[3]; vec2 flat_prev[3]; vec2 flat_next[3]; flatten_points(controls, flat_controls); flatten_points(prev, flat_prev); flatten_points(next, flat_next); find_joint_info(flat_controls, flat_prev, flat_next, degree); // Corners of a bounding region around curve vec2 corners[5]; int n_corners = get_corners(flat_controls, degree, scaled_strokes, corners); int index_map[5] = int[5](0, 0, 1, 2, 2); if(n_corners == 4) index_map[2] = 2; // Find uv conversion matrix mat3 xy_to_uv = get_xy_to_uv(flat_controls[0], flat_controls[1]); float scale_factor = length(flat_controls[1] - flat_controls[0]); uv_anti_alias_width = anti_alias_width / scale_factor; uv_b2 = (xy_to_uv * vec3(flat_controls[2], 1.0)).xy; // Emit each corner for(int i = 0; i < n_corners; i++){ uv_coords = (xy_to_uv * vec3(corners[i], 1.0)).xy; uv_stroke_width = scaled_strokes[index_map[i]] / scale_factor; // Apply some lighting to the color before sending out. // vec3 xyz_coords = vec3(corners[i], controls[index_map[i]].z); vec3 xyz_coords = vec3(corners[i], controls[index_map[i]].z); color = finalize_color( v_color[index_map[i]], xyz_coords, v_global_unit_normal[index_map[i]], light_source_position, gloss, shadow ); gl_Position = vec4( get_gl_Position(vec3(corners[i], 0.0)).xy, get_gl_Position(controls[index_map[i]]).zw ); EmitVertex(); } EndPrimitive(); }