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Fix issues with stroke depth ordering #7369

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Nov 9, 2024
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3 changes: 2 additions & 1 deletion src/webgl/shaders/line.frag
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
precision mediump int;
precision highp int;
precision highp float;

uniform vec4 uMaterialColor;
uniform int uStrokeCap;
Expand Down
33 changes: 27 additions & 6 deletions src/webgl/shaders/line.vert
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,8 @@

#define PROCESSING_LINE_SHADER

precision mediump int;
precision highp int;
precision highp float;

uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
Expand Down Expand Up @@ -95,13 +96,33 @@ void main() {

// Moving vertices slightly toward the camera
// to avoid depth-fighting with the fill triangles.
// This prevents popping effects due to half of
// A mix of scaling and offsetting is used based on distance
// Discussion here:
// https://github.com/processing/p5.js/issues/7200

// using a scale <1 moves the lines towards nearby camera
// in order to prevent popping effects due to half of
// the line disappearing behind the geometry faces.
float zDistance = -posp.z;
float distanceFactor = smoothstep(0.0, 800.0, zDistance);

float zOffset = mix(-0.00045, -1., facingCamera);
posp.z -= zOffset;
posqIn.z -= zOffset;
posqOut.z -= zOffset;
// Discussed here:
// http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848
float scale = mix(1., 0.995, facingCamera);
float dynamicScale = mix(scale, 1.0, distanceFactor); // Closer = more scale, farther = less

posp.xyz = posp.xyz * dynamicScale;
posqIn.xyz = posqIn.xyz * dynamicScale;
posqOut.xyz = posqOut.xyz * dynamicScale;

// Moving vertices slightly toward camera when far away
// https://github.com/processing/p5.js/issues/6956
float zOffset = mix(0., -1., facingCamera);
float dynamicZAdjustment = mix(0.0, zOffset, distanceFactor); // Closer = less zAdjustment, farther = more

posp.z -= dynamicZAdjustment;
posqIn.z -= dynamicZAdjustment;
posqOut.z -= dynamicZAdjustment;

vec4 p = uProjectionMatrix * posp;
vec4 qIn = uProjectionMatrix * posqIn;
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13 changes: 13 additions & 0 deletions test/unit/visual/cases/webgl.js
Original file line number Diff line number Diff line change
Expand Up @@ -315,4 +315,17 @@ visualSuite('WebGL', function() {
screenshot();
});
});

visualSuite('Strokes', function() {
visualTest('Strokes do not cut into fills in ortho mode', (p5, screenshot) => {
p5.createCanvas(50, 50, p5.WEBGL);
p5.background(220);
p5.stroke(8);
p5.ortho();
p5.rotateX(p5.PI/4);
p5.rotateY(p5.PI/4);
p5.box(30);
screenshot();
})
})
});
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Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
{
"numScreenshots": 1
}
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