1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320
|
#include "math/constants.glsl"
const float THETA = 15.0 * 3.14159265358979323846264/180.0;
float
cap( int type, float dx, float dy, float t )
{
float d = 0.0;
dx = abs(dx);
dy = abs(dy);
// None
if (type == 0) discard;
// Round
else if (type == 1) d = sqrt(dx*dx+dy*dy);
// Triangle in
else if (type == 3) d = (dx+abs(dy));
// Triangle out
else if (type == 2) d = max(abs(dy),(t+dx-abs(dy)));
// Square
else if (type == 4) d = max(dx,dy);
// Butt
else if (type == 5) d = max(dx+t,dy);
return d;
}
float
join( in int type, in float d, in vec2 segment, in vec2 texcoord,
in vec2 miter, in float miter_limit, in float linewidth )
{
float dx = texcoord.x;
// Round join
// --------------------------------
if( type == 1 )
{
if (dx < segment.x) {
d = max(d,length( texcoord - vec2(segment.x,0.0)));
//d = length( texcoord - vec2(segment.x,0.0));
} else if (dx > segment.y) {
d = max(d,length( texcoord - vec2(segment.y,0.0)));
//d = length( texcoord - vec2(segment.y,0.0));
}
}
// Bevel join
// --------------------------------
else if ( type == 2 )
{
if( (dx < segment.x) || (dx > segment.y) )
d = max(d, min(abs(miter.x),abs(miter.y)));
}
// Miter limit
// --------------------------------
if( (dx < segment.x) || (dx > segment.y) )
{
d = max(d, min(abs(miter.x),
abs(miter.y)) - miter_limit*linewidth/2.0 );
}
return d;
}
// Uniforms
uniform sampler2D u_dash_atlas;
// Varying
varying vec4 v_color;
varying vec2 v_segment;
varying vec2 v_angles;
varying vec2 v_linecaps;
varying vec2 v_texcoord;
varying vec2 v_miter;
varying float v_miter_limit;
varying float v_length;
varying float v_linejoin;
varying float v_linewidth;
varying float v_antialias;
varying float v_dash_phase;
varying float v_dash_period;
varying float v_dash_index;
varying vec2 v_dash_caps;
varying float v_closed;
void main()
{
// gl_FragColor = v_color; return;
// vec4 color = v_color;
// If color is fully transparent we just discard the fragment
if( v_color.a <= 0.0 ) {
discard;
}
// Test if dash pattern is the solid one (0)
bool solid = (v_dash_index == 0.0);
float dx = v_texcoord.x;
float dy = v_texcoord.y;
float t = v_linewidth/2.0-v_antialias;
float width = v_linewidth;
float d = 0.0;
vec2 linecaps = v_linecaps;
vec2 dash_caps = v_dash_caps;
float line_start = 0.0;
float line_stop = v_length;
// Test if path is closed
bool closed = (v_closed > 0.0);
// ------------------------------------------------------------------------
// Solid line
// ------------------------------------------------------------------------
if( solid ) {
d = abs(dy);
if( (!closed) && (dx < line_start) )
{
d = cap( int(v_linecaps.x), abs(dx), abs(dy), t );
}
else if( (!closed) && (dx > line_stop) )
{
d = cap( int(v_linecaps.y), abs(dx)-line_stop, abs(dy), t );
}
else
{
d = join( int(v_linejoin), abs(dy), v_segment, v_texcoord,
v_miter, v_miter_limit, v_linewidth );
}
// ------------------------------------------------------------------------
// Dash line
// ------------------------------------------------------------------------
} else {
float segment_start = v_segment.x;
float segment_stop = v_segment.y;
float segment_center = (segment_start+segment_stop)/2.0;
float freq = v_dash_period*width;
float u = mod( dx + v_dash_phase*width,freq );
vec4 tex = texture2D(u_dash_atlas, vec2(u/freq, v_dash_index));
float dash_center= tex.x * width;
float dash_type = tex.y;
float _start = tex.z * width;
float _stop = tex.a * width;
float dash_start = dx - u + _start;
float dash_stop = dx - u + _stop;
// This test if the we are dealing with a discontinuous angle
bool discont = ((dx < segment_center) && abs(v_angles.x) > THETA) ||
((dx >= segment_center) && abs(v_angles.y) > THETA);
if( dx < line_start) discont = false;
if( dx > line_stop) discont = false;
// When path is closed, we do not have room for linecaps, so we make
// room by shortening the total length
if (closed){
line_start += v_linewidth/2.0;
line_stop -= v_linewidth/2.0;
linecaps = v_dash_caps;
}
// Check is dash stop is before line start
if( dash_stop <= line_start )
{
discard;
}
// Check is dash start is beyond line stop
if( dash_start >= line_stop )
{
discard;
}
// Check if current pattern start is beyond segment stop
if( discont )
{
// Dash start is beyond segment, we discard
if( dash_start > segment_stop )
{
discard;
}
// Dash stop is before segment, we discard
if( dash_stop < segment_start )
{
discard;
}
// Special case for round caps (nicer with this)
if( (u > _stop) && (dash_stop > segment_stop ) &&
(abs(v_angles.y) < M_PI/2.0))
{
if( dash_caps.x == 1.0) discard;
}
// Special case for round caps (nicer with this)
else if( (u < _start) && (dash_start < segment_start ) &&
(abs(v_angles.x) < M_PI/2.0))
{
if( dash_caps.y == 1.0) discard;
}
// Special case for triangle caps (in & out) and square
// We make sure the cap stop at crossing frontier
if( (dash_caps.x != 1.0) && (dash_caps.x != 5.0) )
{
if( (dash_start < segment_start ) &&
(abs(v_angles.x) < M_PI/2.0) )
{
float a = v_angles.x/2.0;
float x = (segment_start-dx)*cos(a) - dy*sin(a);
float y = (segment_start-dx)*sin(a) + dy*cos(a);
if( (x > 0.0) ) discard;
// We transform the cap into square to avoid holes
dash_caps.x = 4.0;
}
}
// Special case for triangle caps (in & out) and square
// We make sure the cap stop at crossing frontier
if( (dash_caps.y != 1.0) && (dash_caps.y != 5.0) )
{
if( (dash_stop > segment_stop ) &&
(abs(v_angles.y) < M_PI/2.0) )
{
float a = v_angles.y/2.0;
float x = (dx-segment_stop)*cos(a) - dy*sin(a);
float y = (dx-segment_stop)*sin(a) + dy*cos(a);
if( (x > 0.0) ) discard;
// We transform the caps into square to avoid holes
dash_caps.y = 4.0;
}
}
}
// Line cap at start
if( (dx < line_start) && (dash_start < line_start) &&
(dash_stop > line_start) )
{
d = cap( int(linecaps.x), dx-line_start, dy, t);
}
// Line cap at stop
else if( (dx > line_stop) && (dash_stop > line_stop) &&
(dash_start < line_stop) )
{
d = cap( int(linecaps.y), dx-line_stop, dy, t);
}
// Dash cap left
else if( dash_type < 0.0 )
{
float u = max( u-dash_center , 0.0 );
d = cap( int(dash_caps.y), abs(u), dy, t);
}
// Dash cap right
else if( dash_type > 0.0 )
{
float u = max( dash_center-u, 0.0 );
d = cap( int(dash_caps.x), abs(u), dy, t);
}
// Dash body (plain)
else if( dash_type == 0.0 )
{
d = abs(dy);
}
// Antialiasing at segment angles region
if( discont )
{
if( dx < segment_start )
{
// For sharp angles, we do not enforce cap shape
if( (dash_start < segment_start ) &&
(abs(v_angles.x) > M_PI/2.0))
{
d = abs(dy);
}
// Antialias at outer border
dx = segment_start - dx;
float angle = M_PI/2.+v_angles.x;
float f = abs( dx*cos(angle) - dy*sin(angle));
d = max(f,d);
}
else if( (dx > segment_stop) )
{
// For sharp angles, we do not enforce cap shape
if( (dash_stop > segment_stop ) &&
(abs(v_angles.y) > M_PI/2.0) )
{
d = abs(dy);
}
// Antialias at outer border
dx = dx - segment_stop;
float angle = M_PI/2.+v_angles.y;
float f = abs( dx*cos(angle) - dy*sin(angle));
d = max(f,d);
}
}
// Line join
//if( (dx > line_start) && (dx < line_stop) )
{
d = join( int(v_linejoin), d, v_segment, v_texcoord,
v_miter, v_miter_limit, v_linewidth );
}
}
// Distance to border
// ------------------------------------------------------------------------
d = d - t;
if( d < 0.0 )
{
gl_FragColor = v_color;
}
else
{
d /= v_antialias;
gl_FragColor = vec4(v_color.xyz, exp(-d*d)*v_color.a);
}
}
|