#define GP_XRAY_FRONT 0 #define GP_XRAY_3DSPACE 1 #define GP_XRAY_BACK 2 #define GPENCIL_FLATCAP 1 /* project 3d point to 2d on screen space */ vec2 toScreenSpace(vec4 vertex) { return vec2(vertex.xy / vertex.w) * gpencil_stroke_data.viewport; } /* get zdepth value */ float getZdepth(vec4 point) { if (gpencil_stroke_data.xraymode == GP_XRAY_FRONT) { return 0.0; } if (gpencil_stroke_data.xraymode == GP_XRAY_3DSPACE) { return (point.z / point.w); } if (gpencil_stroke_data.xraymode == GP_XRAY_BACK) { return 1.0; } /* in front by default */ return 0.0; } /* 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; /* 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 = gpencil_stroke_data.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 = geometry_in[1].finalThickness / an1; float length_b = geometry_in[2].finalThickness / 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 = geometry_in[1].finalThickness; /* close the gap */ if (dot(v0, n1) > 0) { geometry_out.mTexCoord = vec2(0, 0); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 0); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 0.5); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); EndPrimitive(); } else { geometry_out.mTexCoord = vec2(0, 1); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 1); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 0.5); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); EndPrimitive(); } } if (dot(v1, v2) < -MiterLimit) { miter_b = n1; length_b = geometry_in[2].finalThickness; } /* Generate the start end-cap (alpha < 0 used as end-cap flag). */ float extend = gpencil_stroke_data.fill_stroke ? 2 : 1; if ((gpencil_stroke_data.caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) { geometry_out.mTexCoord = vec2(1, 0.5); geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0); vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0 * extend; gl_Position = vec4((sp1 + svn1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 0); geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0); gl_Position = vec4( (sp1 - (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 1); geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0); gl_Position = vec4( (sp1 + (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); } /* generate the triangle strip */ geometry_out.mTexCoord = vec2(0, 0); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4( (sp1 + length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 1); geometry_out.mColor = geometry_in[1].finalColor; gl_Position = vec4( (sp1 - length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 0); geometry_out.mColor = geometry_in[2].finalColor; gl_Position = vec4( (sp2 + length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 1); geometry_out.mColor = geometry_in[2].finalColor; gl_Position = vec4( (sp2 - length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0); EmitVertex(); /* Generate the end end-cap (alpha < 0 used as end-cap flag). */ if ((gpencil_stroke_data.caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) { geometry_out.mTexCoord = vec2(0, 1); geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0); gl_Position = vec4( (sp2 + (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(0, 0); geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0); gl_Position = vec4( (sp2 - (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0); EmitVertex(); geometry_out.mTexCoord = vec2(1, 0.5); geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0); vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0 * extend; gl_Position = vec4((sp2 + svn2) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0); EmitVertex(); } EndPrimitive(); }