uniform mat4 ModelViewProjectionMatrix; uniform vec2 Viewport; uniform int xraymode; uniform int color_type; uniform int caps_mode[2]; layout(lines_adjacency) in; layout(triangle_strip, max_vertices = 13) out; in vec4 finalColor[4]; in float finalThickness[4]; in vec2 finaluvdata[4]; out vec4 mColor; out vec2 mTexCoord; out vec2 uvfac; #define GP_XRAY_FRONT 0 #define GP_XRAY_3DSPACE 1 #define GP_XRAY_BACK 2 /* keep this list synchronized with list in gpencil_engine.h */ #define GPENCIL_COLOR_SOLID 0 #define GPENCIL_COLOR_TEXTURE 1 #define GPENCIL_COLOR_PATTERN 2 #define GPENCIL_FLATCAP 1 /* project 3d point to 2d on screen space */ vec2 toScreenSpace(vec4 vertex) { return vec2(vertex.xy / vertex.w) * Viewport; } /* get zdepth value */ float getZdepth(vec4 point) { if (xraymode == GP_XRAY_FRONT) { return 0.000001; } if (xraymode == GP_XRAY_3DSPACE) { return (point.z / point.w); } if (xraymode == GP_XRAY_BACK) { return 0.999999; } /* in front by default */ return 0.000001; } /* check equality but with a small tolerance */ bool is_equal(vec4 p1, vec4 p2) { float limit = 0.0001; float x = abs(p1.x - p2.x); float y = abs(p1.y - p2.y); float z = abs(p1.z - p2.z); if ((x < limit) && (y < limit) && (z < limit)) { return true; } return false; } void main(void) { float MiterLimit = 0.75; uvfac = vec2(0.0, 0.0); /* receive 4 points */ vec4 P0 = gl_in[0].gl_Position; vec4 P1 = gl_in[1].gl_Position; vec4 P2 = gl_in[2].gl_Position; vec4 P3 = gl_in[3].gl_Position; /* get the four vertices passed to the shader */ vec2 sp0 = toScreenSpace(P0); // start of previous segment vec2 sp1 = toScreenSpace(P1); // end of previous segment, start of current segment vec2 sp2 = toScreenSpace(P2); // end of current segment, start of next segment vec2 sp3 = toScreenSpace(P3); // end of next segment /* culling outside viewport */ vec2 area = Viewport * 4.0; if (sp1.x < -area.x || sp1.x > area.x) return; if (sp1.y < -area.y || sp1.y > area.y) return; if (sp2.x < -area.x || sp2.x > area.x) return; if (sp2.y < -area.y || sp2.y > area.y) return; /* determine the direction of each of the 3 segments (previous, current, next) */ vec2 v0 = normalize(sp1 - sp0); vec2 v1 = normalize(sp2 - sp1); vec2 v2 = normalize(sp3 - sp2); /* determine the normal of each of the 3 segments (previous, current, next) */ vec2 n0 = vec2(-v0.y, v0.x); vec2 n1 = vec2(-v1.y, v1.x); vec2 n2 = vec2(-v2.y, v2.x); /* determine miter lines by averaging the normals of the 2 segments */ vec2 miter_a = normalize(n0 + n1); // miter at start of current segment vec2 miter_b = normalize(n1 + n2); // miter at end of current segment /* determine the length of the miter by projecting it onto normal and then inverse it */ float an1 = dot(miter_a, n1); float bn1 = dot(miter_b, n2); if (an1 == 0) an1 = 1; if (bn1 == 0) bn1 = 1; float length_a = finalThickness[1] / an1; float length_b = finalThickness[2] / bn1; if (length_a <= 0.0) length_a = 0.01; if (length_b <= 0.0) length_b = 0.01; /* prevent excessively long miters at sharp corners */ if (dot(v0, v1) < -MiterLimit) { miter_a = n1; length_a = finalThickness[1]; /* close the gap */ if (dot(v0, n1) > 0) { mTexCoord = vec2(0, 0); mColor = finalColor[1]; gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = vec2(0, 0); mColor = finalColor[1]; gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = vec2(0, 0.5); mColor = finalColor[1]; gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0); EmitVertex(); EndPrimitive(); } else { mTexCoord = vec2(0, 1); mColor = finalColor[1]; gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = vec2(0, 1); mColor = finalColor[1]; gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = vec2(0, 0.5); mColor = finalColor[1]; gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0); EmitVertex(); EndPrimitive(); } } if (dot(v1, v2) < -MiterLimit) { miter_b = n1; length_b = finalThickness[2]; } /* generate the start endcap */ if ((caps_mode[0] != GPENCIL_FLATCAP) && is_equal(P0,P2) && (color_type == GPENCIL_COLOR_SOLID)) { vec4 cap_color = finalColor[1]; mTexCoord = vec2(2.0, 1.0); mColor = cap_color; vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0; uvfac = vec2(0.0, 1.0); gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = vec2(0.0, 0.0); mColor = cap_color; uvfac = vec2(0.0, 1.0); gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = vec2(0.0, 2.0); mColor = cap_color; uvfac = vec2(0.0, 1.0); gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0); EmitVertex(); } /* generate the triangle strip */ uvfac = vec2(0.0, 0.0); mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, 0); mColor = finalColor[1]; gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, 1); mColor = finalColor[1]; gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0); EmitVertex(); mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, 0); mColor = finalColor[2]; gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0); EmitVertex(); mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, 1); mColor = finalColor[2]; gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0); EmitVertex(); /* generate the end endcap */ if ((caps_mode[1] != GPENCIL_FLATCAP) && is_equal(P1,P3) && (color_type == GPENCIL_COLOR_SOLID) && (finaluvdata[2].x > 0)) { vec4 cap_color = finalColor[2]; mTexCoord = vec2(finaluvdata[2].x, 2.0); mColor = cap_color; uvfac = vec2(finaluvdata[2].x, 1.0); gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0); EmitVertex(); mTexCoord = vec2(finaluvdata[2].x, 0.0); mColor = cap_color; uvfac = vec2(finaluvdata[2].x, 1.0); gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0); EmitVertex(); mTexCoord = vec2(finaluvdata[2].x + 2, 1.0); mColor = cap_color; uvfac = vec2(finaluvdata[2].x, 1.0); vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0; gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0); EmitVertex(); } EndPrimitive(); }