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ModernGL port of Nicolas Rougier's line drawing shader
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""" | |
Port to ModernGL of: https://github.com/rougier/python-opengl/blob/master/code/chapter-09/geom-path.py | |
Background: https://github.com/rougier/python-opengl/blob/master/09-lines.rst | |
""" | |
import glm | |
import moderngl | |
import numpy as np | |
from PIL import Image | |
from pyrr import Matrix44, matrix44 | |
vertex = """ | |
#version 330 | |
uniform float antialias; | |
uniform float linewidth; | |
uniform float miter_limit; | |
in vec2 position; | |
out float v_antialias; | |
out float v_linewidth; | |
out float v_miter_limit; | |
void main() | |
{ | |
v_antialias = antialias; | |
v_linewidth = linewidth; | |
v_miter_limit = miter_limit; | |
gl_Position = vec4(position, 0.0, 1.0); | |
} """ | |
fragment = """ | |
#version 330 | |
vec4 stroke(float distance, float linewidth, float antialias, vec4 color) | |
{ | |
vec4 frag_color; | |
float t = linewidth/2.0 - antialias; | |
float signed_distance = distance; | |
float border_distance = abs(signed_distance) - t; | |
float alpha = border_distance/antialias; | |
alpha = exp(-alpha*alpha); | |
if( border_distance > (linewidth/2.0 + antialias) ) | |
discard; | |
else if( border_distance < 0.0 ) | |
frag_color = color; | |
else | |
frag_color = vec4(color.rgb, color.a * alpha); | |
return frag_color; | |
} | |
vec4 cap(int type, float dx, float dy, float linewidth, float antialias, vec4 color) | |
{ | |
float d = 0.0; | |
dx = abs(dx); | |
dy = abs(dy); | |
float t = linewidth/2.0 - antialias; | |
// 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 stroke(d, linewidth, antialias, color); | |
} | |
uniform vec4 color; | |
uniform float antialias; | |
uniform float linewidth; | |
uniform float miter_limit; | |
in float v_length; | |
in vec2 v_caps; | |
in vec2 v_texcoord; | |
in vec2 v_bevel_distance; | |
out vec4 fragColor; | |
void main() | |
{ | |
float distance = v_texcoord.y; | |
if (v_caps.x < 0.0) | |
{ | |
fragColor = cap(1, v_texcoord.x, v_texcoord.y, linewidth, antialias, color); | |
return; | |
} | |
if (v_caps.y > v_length) | |
{ | |
fragColor = cap(1, v_texcoord.x-v_length, v_texcoord.y, linewidth, antialias, color); | |
return; | |
} | |
// Round join (instead of miter) | |
if (miter_limit < 0) { | |
if (v_texcoord.x < 0.0) | |
{ | |
distance = length(v_texcoord); | |
} | |
else if(v_texcoord.x > v_length) | |
{ | |
distance = length(v_texcoord - vec2(v_length, 0.0)); | |
} | |
} else { | |
// Miter limit | |
float t = (miter_limit-1.0)*(linewidth/2.0) + antialias; | |
if( (v_texcoord.x < 0.0) && (v_bevel_distance.x > (abs(distance) + t)) ) | |
{ | |
distance = v_bevel_distance.x - t; | |
} | |
else if( (v_texcoord.x > v_length) && (v_bevel_distance.y > (abs(distance) + t)) ) | |
{ | |
distance = v_bevel_distance.y - t; | |
} | |
} | |
fragColor = stroke(distance, linewidth, antialias, color); | |
} """ | |
geometry = """ | |
#version 330 | |
layout(lines_adjacency) in; // 4 points at the time from vertex shader | |
layout(triangle_strip, max_vertices = 4) out; // Outputs a triangle strip with 4 vertices | |
uniform mat4 projection; | |
uniform float antialias; | |
uniform float linewidth; | |
uniform float miter_limit; | |
//in float v_antialias[]; | |
//in float v_linewidth[]; | |
//in float v_miter_limit[]; | |
out vec2 v_caps; | |
out float v_length; | |
out vec2 v_texcoord; | |
out vec2 v_bevel_distance; | |
float compute_u(vec2 p0, vec2 p1, vec2 p) | |
{ | |
// Projection p' of p such that p' = p0 + u*(p1-p0) | |
// Then u *= length(p1-p0) | |
vec2 v = p1 - p0; | |
float l = length(v); | |
return ((p.x-p0.x)*v.x + (p.y-p0.y)*v.y) / l; | |
} | |
float line_distance(vec2 p0, vec2 p1, vec2 p) | |
{ | |
// Projection p' of p such that p' = p0 + u*(p1-p0) | |
vec2 v = p1 - p0; | |
float l2 = v.x*v.x + v.y*v.y; | |
float u = ((p.x-p0.x)*v.x + (p.y-p0.y)*v.y) / l2; | |
// h is the projection of p on (p0,p1) | |
vec2 h = p0 + u*v; | |
return length(p-h); | |
} | |
void main(void) | |
{ | |
//float antialias = v_antialias[0]; | |
//float linewidth = v_linewidth[0]; | |
//float miter_limit = v_miter_limit[0]; | |
// Get the four vertices passed to the shader | |
vec2 p0 = gl_in[0].gl_Position.xy; // start of previous segment | |
vec2 p1 = gl_in[1].gl_Position.xy; // end of previous segment, start of current segment | |
vec2 p2 = gl_in[2].gl_Position.xy; // end of current segment, start of next segment | |
vec2 p3 = gl_in[3].gl_Position.xy; // end of next segment | |
// Determine the direction of each of the 3 segments (previous, current, next) | |
vec2 v0 = normalize(p1 - p0); | |
vec2 v1 = normalize(p2 - p1); | |
vec2 v2 = normalize(p3 - p2); | |
// 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 | |
vec2 p,v; | |
float d; | |
float w = linewidth/2.0 + antialias; | |
v_length = length(p2-p1); | |
float length_a = w / dot(miter_a, n1); | |
float length_b = w / dot(miter_b, n1); | |
float m = miter_limit*linewidth/2.0; | |
// Angle between prev and current segment (sign only) | |
float d0 = -sign(v0.x*v1.y - v0.y*v1.x); | |
// Angle between current and next segment (sign only) | |
float d1 = -sign(v1.x*v2.y - v1.y*v2.x); | |
// Generate the triangle strip | |
// First vertex | |
// ------------------------------------------------------------------------ | |
// Cap at start | |
if( p0 == p1 ) { | |
p = p1 - w*v1 + w*n1; | |
v_texcoord = vec2(-w, +w); | |
v_caps.x = v_texcoord.x; | |
// Regular join | |
} else { | |
p = p1 + length_a * miter_a; | |
v_texcoord = vec2(compute_u(p1,p2,p), +w); | |
v_caps.x = 1.0; | |
} | |
if( p2 == p3 ) v_caps.y = v_texcoord.x; | |
else v_caps.y = 1.0; | |
gl_Position = projection*vec4(p, 0.0, 1.0); | |
v_bevel_distance.x = +d0*line_distance(p1+d0*n0*w, p1+d0*n1*w, p); | |
v_bevel_distance.y = -line_distance(p2+d1*n1*w, p2+d1*n2*w, p); | |
EmitVertex(); | |
// Second vertex | |
// ------------------------------------------------------------------------ | |
// Cap at start | |
if( p0 == p1 ) { | |
p = p1 - w*v1 - w*n1; | |
v_texcoord = vec2(-w, -w); | |
v_caps.x = v_texcoord.x; | |
// Regular join | |
} else { | |
p = p1 - length_a * miter_a; | |
v_texcoord = vec2(compute_u(p1,p2,p), -w); | |
v_caps.x = 1.0; | |
} | |
if( p2 == p3 ) v_caps.y = v_texcoord.x; | |
else v_caps.y = 1.0; | |
gl_Position = projection*vec4(p, 0.0, 1.0); | |
v_bevel_distance.x = -d0*line_distance(p1+d0*n0*w, p1+d0*n1*w, p); | |
v_bevel_distance.y = -line_distance(p2+d1*n1*w, p2+d1*n2*w, p); | |
EmitVertex(); | |
// Third vertex | |
// ------------------------------------------------------------------------ | |
// Cap at end | |
if( p2 == p3 ) { | |
p = p2 + w*v1 + w*n1; | |
v_texcoord = vec2(v_length+w, +w); | |
v_caps.y = v_texcoord.x; | |
// Regular join | |
} else { | |
p = p2 + length_b * miter_b; | |
v_texcoord = vec2(compute_u(p1,p2,p), +w); | |
v_caps.y = 1.0; | |
} | |
if( p0 == p1 ) v_caps.x = v_texcoord.x; | |
else v_caps.x = 1.0; | |
gl_Position = projection*vec4(p, 0.0, 1.0); | |
v_bevel_distance.x = -line_distance(p1+d0*n0*w, p1+d0*n1*w, p); | |
v_bevel_distance.y = +d1*line_distance(p2+d1*n1*w, p2+d1*n2*w, p); | |
EmitVertex(); | |
// Fourth vertex | |
// ------------------------------------------------------------------------ | |
// Cap at end | |
if( p2 == p3 ) { | |
p = p2 + w*v1 - w*n1; | |
v_texcoord = vec2(v_length+w, -w); | |
v_caps.y = v_texcoord.x; | |
// Regular join | |
} else { | |
p = p2 - length_b * miter_b; | |
v_texcoord = vec2(compute_u(p1,p2,p), -w); | |
v_caps.y = 1.0; | |
} | |
if( p0 == p1 ) v_caps.x = v_texcoord.x; | |
else v_caps.x = 1.0; | |
gl_Position = projection*vec4(p, 0.0, 1.0); | |
v_bevel_distance.x = -line_distance(p1+d0*n0*w, p1+d0*n1*w, p); | |
v_bevel_distance.y = -d1*line_distance(p2+d1*n1*w, p2+d1*n2*w, p); | |
EmitVertex(); | |
EndPrimitive(); | |
} | |
""" | |
ctx = moderngl.create_standalone_context() | |
ctx.enable(moderngl.BLEND) | |
prog = ctx.program(vertex_shader=vertex, fragment_shader=fragment, geometry_shader=geometry) | |
def star(inner=0.45, outer=1.0, n=5): | |
R = np.array([inner, outer] * n) | |
T = np.linspace(-0.5 * np.pi, 1.5 * np.pi, 2 * n, endpoint=False) | |
P = np.zeros((2 * n, 2)) | |
P[:, 0] = R * np.cos(T) | |
P[:, 1] = R * np.sin(T) | |
return P | |
P = (star(n=5) * 300 + (400, 400)).astype(np.float32) | |
closed = True | |
if closed: | |
if np.allclose(P[0], P[1]): | |
I = np.arange(len(P) + 2) - 1 | |
I[0], I[-1] = 0, len(P) - 1 | |
else: | |
I = np.arange(len(P) + 3) - 1 | |
I[0], I[-2], I[-1] = len(P) - 1, 0, 1 | |
else: | |
I = np.arange(len(P) + 2) - 1 | |
I[0], I[-1] = 0, len(P) - 1 | |
vbo = ctx.buffer(P.astype("f4")) | |
ibo = ctx.buffer(I.astype("i4")) | |
vao = ctx.simple_vertex_array(prog, vbo, "position", index_buffer=ibo) | |
prog["linewidth"].value = 50 | |
prog["antialias"].value = 1.5 | |
prog["miter_limit"].value = -1 | |
prog["color"].value = 0, 0, 1, 1 | |
prog["projection"].write(Matrix44.orthogonal_projection(0, 800, 0, 800, 0.5, -0.5, dtype="f4")) | |
fbo = ctx.simple_framebuffer((800, 800)) | |
fbo.use() | |
fbo.clear(1, 1, 1, 1.0) | |
vao.render(moderngl.LINE_STRIP_ADJACENCY) | |
Image.frombytes("RGB", fbo.size, fbo.read(), "raw", "RGB", 0, -1).show() |
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