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/**
* 2D Quadratic Bezier thick line drawing
*/
#define MID_VERTEX 65
/**
* `uv.x` is position along the curve, defining the tangent space.
* `uv.y` is "signed" distance (compressed to [0..1] range) from the pos in expand direction
* `pos` is the verts position in the curve tangent space
*/
void main(void)
{
const float start_gradient_threshold = 0.35;
const float end_gradient_threshold = 0.65;
#ifdef USE_INSTANCE
# define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]])
# define colEnd (colid_doarrow[1] < 3 ? end_color : node_link_data.colors[colid_doarrow[1]])
# define colShadow node_link_data.colors[colid_doarrow[2]]
# define doArrow (colid_doarrow[3] != 0)
# define doMuted (domuted[0] != 0)
#else
vec2 P0 = node_link_data.bezierPts[0].xy;
vec2 P1 = node_link_data.bezierPts[1].xy;
vec2 P2 = node_link_data.bezierPts[2].xy;
vec2 P3 = node_link_data.bezierPts[3].xy;
bool doArrow = node_link_data.doArrow;
bool doMuted = node_link_data.doMuted;
float dim_factor = node_link_data.dim_factor;
float thickness = node_link_data.thickness;
float dash_factor = node_link_data.dash_factor;
float dash_alpha = node_link_data.dash_alpha;
vec4 colShadow = node_link_data.colors[0];
vec4 colStart = node_link_data.colors[1];
vec4 colEnd = node_link_data.colors[2];
#endif
float line_thickness = thickness;
if (gl_VertexID < MID_VERTEX) {
/* Outline pass. */
finalColor = colShadow;
}
else {
/* Second pass. */
if (uv.x < start_gradient_threshold) {
finalColor = colStart;
}
else if (uv.x > end_gradient_threshold) {
finalColor = colEnd;
}
else {
float mixFactor = (uv.x - start_gradient_threshold) /
(end_gradient_threshold - start_gradient_threshold);
finalColor = mix(colStart, colEnd, mixFactor);
}
line_thickness *= 0.65f;
if (doMuted) {
finalColor[3] = 0.65;
}
}
/* Parameters for the dashed line. */
isMainLine = expand.y != 1.0 ? 0 : 1;
dashFactor = dash_factor;
dashAlpha = dash_alpha;
/* Approximate line length, no need for real bezier length calculation. */
lineLength = distance(P0, P3);
/* TODO: Incorrect U, this leads to non-uniform dash distribution. */
lineU = uv.x;
float t = uv.x;
float t2 = t * t;
float t2_3 = 3.0 * t2;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
float one_minus_t2_3 = 3.0 * one_minus_t2;
vec2 point = (P0 * one_minus_t2 * one_minus_t + P1 * one_minus_t2_3 * t +
P2 * t2_3 * one_minus_t + P3 * t2 * t);
vec2 tangent = ((P1 - P0) * one_minus_t2_3 + (P2 - P1) * 6.0 * (t - t2) + (P3 - P2) * t2_3);
/* tangent space at t */
tangent = normalize(tangent);
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
point += (pos.x * tangent + pos.y * normal) * node_link_data.arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
vec2 exp_axis = expand.x * tangent + expand.y * normal;
/* rotate & scale the expand axis */
exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx +
ModelViewProjectionMatrix[1].xy * exp_axis.yy;
float expand_dist = line_thickness * (uv.y * 2.0 - 1.0);
colorGradient = expand_dist;
lineThickness = line_thickness;
finalColor[3] *= dim_factor;
/* Expand into a line */
gl_Position.xy += exp_axis * node_link_data.expandSize * expand_dist;
/* If the link is not muted or is not a reroute arrow the points are squashed to the center of
* the line. Magic numbers are defined in drawnode.c */
if ((expand.x == 1.0 && !doMuted) ||
(expand.y != 1.0 && (pos.x < 0.70 || pos.x > 0.71) && !doArrow)) {
gl_Position.xy *= 0.0;
}
}
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