157 lines
4.4 KiB
GLSL
157 lines
4.4 KiB
GLSL
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uniform mat4 ViewMatrix;
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uniform mat4 ViewMatrixInverse;
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uniform mat4 ViewProjectionMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec2 viewportSize;
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uniform float lineThickness = 2.0;
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/* ---- Instantiated Attribs ---- */
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in vec2 pos0;
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in vec2 pos1;
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in vec2 pos2;
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/* ---- Per instance Attribs ---- */
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/* Assumed to be in world coordinate already. */
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in vec4 headSphere;
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in vec4 tailSphere;
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in vec4 outlineColorSize;
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in vec3 xAxis;
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flat out vec4 finalColor;
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/* project to screen space */
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vec2 proj(vec4 pos)
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{
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return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
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}
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vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2)
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{
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vec2 dir = normalize(v2 - v0);
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dir = vec2(dir.y, -dir.x);
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return dir;
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}
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mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs)
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{
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bool is_persp = (ProjectionMatrix[3][3] == 0.0);
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vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz
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: -ViewMatrixInverse[2].xyz;
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/* Sphere center distance from the camera (persp) in world space. */
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float cam_dist = length(cam_ray);
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/* Compute view aligned orthonormal space. */
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vec3 z_axis = cam_ray / cam_dist;
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vec3 x_axis = normalize(cross(bone_vec, z_axis));
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vec3 y_axis = cross(z_axis, x_axis);
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z_ofs = 0.0;
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if (is_persp) {
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/* For perspective, the projected sphere radius
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* can be bigger than the center disc. Compute the
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* max angular size and compensate by sliding the disc
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* towards the camera and scale it accordingly. */
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const float half_pi = 3.1415926 * 0.5;
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float rad = sphere.w;
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/* Let be :
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* V the view vector origin.
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* O the sphere origin.
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* T the point on the target circle.
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* We compute the angle between (OV) and (OT). */
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float a = half_pi - asin(rad / cam_dist);
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float cos_b = cos(a);
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float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
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x_axis *= sin_b;
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y_axis *= sin_b;
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z_ofs = -rad * cos_b;
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}
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return mat3(x_axis, y_axis, z_axis);
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}
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struct Bone { vec3 vec; float sinb; };
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bool bone_blend_starts(vec3 p, Bone b)
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{
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/* we just want to know when the head sphere starts interpolating. */
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return dot(p, b.vec) > -b.sinb;
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}
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vec3 get_outline_point(
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vec2 pos, vec4 sph_near, vec4 sph_far,
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mat3 mat_near, mat3 mat_far, float z_ofs_near, float z_ofs_far, Bone b)
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{
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/* Compute outline position on the nearest sphere and check
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* if it penetrates the capsule body. If it does, put this
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* vertex on the farthest sphere. */
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vec3 wpos = mat_near * vec3(pos * sph_near.w, z_ofs_near);
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if (bone_blend_starts(wpos, b)) {
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wpos = sph_far.xyz + mat_far * vec3(pos * sph_far.w, z_ofs_far);
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}
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else {
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wpos += sph_near.xyz;
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}
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return wpos;
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}
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void main()
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{
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float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz);
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float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz);
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// float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz);
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// float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz);
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vec4 sph_near, sph_far;
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if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) {
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sph_near = tailSphere;
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sph_far = headSphere;
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}
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else {
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sph_near = headSphere;
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sph_far = tailSphere;
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}
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vec3 bone_vec = (sph_far.xyz - sph_near.xyz) + 1e-8;
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Bone b;
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float bone_lenrcp = 1.0 / max(1e-8, sqrt(dot(bone_vec, bone_vec)));
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b.sinb = (sph_far.w - sph_near.w) * bone_lenrcp * sph_near.w;
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b.vec = bone_vec * bone_lenrcp;
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float z_ofs_near, z_ofs_far;
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mat3 mat_near = compute_mat(sph_near, bone_vec, z_ofs_near);
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mat3 mat_far = compute_mat(sph_far, bone_vec, z_ofs_far);
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vec3 wpos0 = get_outline_point(pos0, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
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vec3 wpos1 = get_outline_point(pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
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vec3 wpos2 = get_outline_point(pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
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vec4 V = ViewMatrix * vec4(wpos1, 1.0);
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float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
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vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0);
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vec4 p1 = ProjectionMatrix * V;
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vec4 p2 = ViewProjectionMatrix * vec4(wpos2, 1.0);
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/* compute position from 3 vertex because the change in direction
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* can happen very quicky and lead to very thin edges. */
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vec2 ss0 = proj(p0);
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vec2 ss1 = proj(p1);
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vec2 ss2 = proj(p2);
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vec2 edge_dir = compute_dir(ss0, ss1, ss2);
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bool outer = ((gl_VertexID & 1) == 1);
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vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
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t *= pres_fac;
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t = (outer) ? t : vec2(0.0);
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gl_Position = p1;
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gl_Position.xy += t * edge_dir;
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finalColor = vec4(outlineColorSize.rgb, 1.0);
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}
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