Improve bezier curve rendering
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@@ -1,8 +1,8 @@
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#version 430 core
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in vec4 gColor;
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in vec3 gBoundingBox;
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in float gRadStart;
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in float gRadEnd;
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in float wStart;
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in float wEnd;
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out vec4 fColor;
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@@ -10,9 +10,6 @@ float x = gBoundingBox.x;
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float y = gBoundingBox.y;
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float z = gBoundingBox.z;
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float w = gRadEnd;
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float w2 = gRadStart;
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float f (float a, float b)
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{
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float c = 1 / (1 - 2*b) ;
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@@ -22,7 +19,7 @@ void main()
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{
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//float d = x - y - 1 + 2* sqrt(y);
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float d = sqrt(x) + sqrt(y) - 1;
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float e = sqrt(f(x,w)) + sqrt(f(y,w2)) - 1.0;
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float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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// if ( d < 0 || e > 0) { discard; }
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fColor = gColor;
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if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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+8
-12
@@ -2,10 +2,11 @@
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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in vec4 vColor[];
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in float vRad[];
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in vec2 vPosOff[];
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in float vRadMag[];
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out vec4 gColor;
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out float gRadStart;
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out float gRadEnd;
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out float wStart;
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out float wEnd;
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out vec3 gBoundingBox;
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vec2 normV2 (vec2 v)
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@@ -21,21 +22,16 @@ void main()
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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gRadStart = vRad[0];
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gRadEnd = vRad[2];
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vec2 ab = (pa.xy - pb.xy);
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vec2 cb = (pc.xy - pb.xy);
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float dir = lhs( cb,ab);
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wStart = vRadMag [0];
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wEnd = vRadMag [2];
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gBoundingBox = vec3 (0.9,0.1,0);
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gColor = vColor[0];
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gl_Position = vec4 (pa.xy + dir * 2 * gRadStart * normV2(ab) , pa.z , 1);
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gl_Position = vec4 (vPosOff[0] , pa.z , 1);
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EmitVertex();
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gBoundingBox = vec3 (0.1,0.9,0);
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gColor = vColor[2];
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// gl_Position = vec4 (pc.xy + dir * gRadEnd * (normV2 (pb.xy-pc.xy)), pa.z , 1);
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gl_Position = vec4 (pc.xy - dir * 2 * gRadEnd * normV2(cb) , pc.z , 1);
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gl_Position = vec4 (vPosOff[2] , pc.z , 1);
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EmitVertex();
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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@@ -1,9 +1,10 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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layout (location = 2) in vec3 radVec;
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out vec4 vColor;
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out float vRad;
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out vec2 vPosOff;
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out float vRadMag;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -14,6 +15,7 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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vColor = color;
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vRad = rad;
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vColor = color;
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vPosOff = ( worldMat * vec4(radVec.xy,0,1) ).xy ;
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vRadMag = radVec.z ;
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}
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+17
-15
@@ -71,21 +71,23 @@ polygonCol = PolygonCol 0
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-- note that much of work computing the width of the bezier curve is done here
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bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
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bezierQuad cola colc ra rc a b c = BezierQuad 0 [(aX,cola ,raX)
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,(bX,mixColors 0.5 0.5 cola colc,1)
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,(cX,colc ,rcX)]
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where b2a | isLHS a b c = b -.- a
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| otherwise = a -.- b
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nb2a = normalizeV $ vNormal b2a
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aX = a +.+ ra * 0.5 *.* nb2a
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b2c | isLHS a b c = c -.- b
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| otherwise = b -.- c
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nb2c = normalizeV $ vNormal b2c
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cX = c +.+ rc * 0.5 *.* nb2c
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raX = ra / magV (aX -.- bX)
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rcX = rc / magV (cX -.- bX)
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bX = b +.+ (0.5 * ra *.* nb2a)
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+.+ (0.5 * rc *.* nb2c)
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bezierQuad cola colc ra rc a b c = BezierQuad 0 [(aX, cola, aX +.+ aRadVec , fracRadA )
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,(bX, colb, (0,0) , 0 )
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,(cX, colc, cX +.+ cRadVec , fracRadC )
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]
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where colb = mixColors 0.5 0.5 cola colc
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b2a | isLHS a b c = a -.- b
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| otherwise = b -.- a
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aRadVec = ra *.* (normalizeV $ vNormal b2a)
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aX = a -.- 0.5 *.* aRadVec
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b2c | isLHS a b c = b -.- c
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| otherwise = c -.- b
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cRadVec = rc *.* (normalizeV $ vNormal b2c)
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cX = c -.- 0.5 *.* cRadVec
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bX = (b -.- (0.5 * ra *.* aRadVec) )
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-.- (0.5 * rc *.* cRadVec)
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fracRadA = ra / magV (aX -.- cX)
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fracRadC = rc / magV (aX -.- cX)
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color :: RGBA -> Picture -> Picture
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{-# INLINE color #-}
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+2
-2
@@ -22,7 +22,7 @@ import Data.Traversable
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data RenderType
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= RenderPoly [(Point3,Point4)]
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| RenderBezQ [(Point3,Point4,Float)]
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| RenderBezQ [(Point3,Point4,Point3)]
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| RenderText [(Point3,Point4,Point3)]
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| RenderArc (Point3,Point4,Point4)
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| RenderLine [(Point3,Point4)]
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@@ -75,7 +75,7 @@ data Picture
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= Blank
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| Text Int String
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| Polygon Int [Point2]
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| BezierQuad Int [(Point2,RGBA,Float)]
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| BezierQuad Int [(Point2,RGBA,Point2,Float)]
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| PolygonCol Int [(Point2,RGBA)]
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| Circle Int RGBA RGBA Float
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| ThickArc Int Float Float Float Float
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@@ -50,7 +50,7 @@ preloadRender = do
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"data/texture/charMap.png"
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bezierQuadShader
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<- makeShader "bezierQuad" [vert,geom,frag] [(0,3),(1,4),(2,1)] Triangles pokeBezQStrat
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<- makeShader "bezierQuad" [vert,geom,frag] [(0,3),(1,4),(2,3)] Triangles pokeBezQStrat
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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@@ -84,7 +84,7 @@ cleanUpRenderPreload pd = do
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{-# INLINE pokeBezQStrat #-}
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pokeBezQStrat :: RenderType -> [[[Float]]]
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pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),s) -> [[x,y,z],[r,g,b,a],[s]]) vs
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pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),(s,t,v)) -> [[x,y,z],[r,g,b,a],[s,t,v]]) vs
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pokeBezQStrat _ = []
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{-# INLINE pokeTriStrat #-}
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+2
-1
@@ -19,7 +19,8 @@ picToLTree mx (PolygonCol i vs)
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where (ps,cs) = unzip vs
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picToLTree mx (BezierQuad i vs)
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= filtB mx i $ LLeaf $ RenderBezQ $ zip3 (map zeroZ ps) cols rs
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where (ps,cols,rs) = unzip3 vs
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where (ps,cols,offps,rads) = unzip4 vs
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rs = zipWith (\(x,y) z -> (x,y,z)) offps rads
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picToLTree mx (Circle i colC colE r)
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= filtB mx i $ LLeaf $ RenderEllipse [( (-r, r,0), colC)
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