Improve bezier curve rendering

This commit is contained in:
jgk
2021-03-13 14:09:49 +01:00
parent 8f3b5d0bfe
commit 152d017e39
7 changed files with 40 additions and 42 deletions
+3 -6
View File
@@ -1,8 +1,8 @@
#version 430 core
in vec4 gColor;
in vec3 gBoundingBox;
in float gRadStart;
in float gRadEnd;
in float wStart;
in float wEnd;
out vec4 fColor;
@@ -10,9 +10,6 @@ float x = gBoundingBox.x;
float y = gBoundingBox.y;
float z = gBoundingBox.z;
float w = gRadEnd;
float w2 = gRadStart;
float f (float a, float b)
{
float c = 1 / (1 - 2*b) ;
@@ -22,7 +19,7 @@ void main()
{
//float d = x - y - 1 + 2* sqrt(y);
float d = sqrt(x) + sqrt(y) - 1;
float e = sqrt(f(x,w)) + sqrt(f(y,w2)) - 1.0;
float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
// if ( d < 0 || e > 0) { discard; }
fColor = gColor;
if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
+8 -12
View File
@@ -2,10 +2,11 @@
layout (triangles) in;
layout (triangle_strip, max_vertices = 5) out;
in vec4 vColor[];
in float vRad[];
in vec2 vPosOff[];
in float vRadMag[];
out vec4 gColor;
out float gRadStart;
out float gRadEnd;
out float wStart;
out float wEnd;
out vec3 gBoundingBox;
vec2 normV2 (vec2 v)
@@ -21,21 +22,16 @@ void main()
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
gRadStart = vRad[0];
gRadEnd = vRad[2];
vec2 ab = (pa.xy - pb.xy);
vec2 cb = (pc.xy - pb.xy);
float dir = lhs( cb,ab);
wStart = vRadMag [0];
wEnd = vRadMag [2];
gBoundingBox = vec3 (0.9,0.1,0);
gColor = vColor[0];
gl_Position = vec4 (pa.xy + dir * 2 * gRadStart * normV2(ab) , pa.z , 1);
gl_Position = vec4 (vPosOff[0] , pa.z , 1);
EmitVertex();
gBoundingBox = vec3 (0.1,0.9,0);
gColor = vColor[2];
// gl_Position = vec4 (pc.xy + dir * gRadEnd * (normV2 (pb.xy-pc.xy)), pa.z , 1);
gl_Position = vec4 (pc.xy - dir * 2 * gRadEnd * normV2(cb) , pc.z , 1);
gl_Position = vec4 (vPosOff[2] , pc.z , 1);
EmitVertex();
gBoundingBox = vec3 (1,0,1);
gColor = vColor[0];
+6 -4
View File
@@ -1,9 +1,10 @@
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in float rad;
layout (location = 2) in vec3 radVec;
out vec4 vColor;
out float vRad;
out vec2 vPosOff;
out float vRadMag;
uniform vec2 winSize;
uniform float zoom;
@@ -14,6 +15,7 @@ uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position.xyz,1);
vColor = color;
vRad = rad;
vColor = color;
vPosOff = ( worldMat * vec4(radVec.xy,0,1) ).xy ;
vRadMag = radVec.z ;
}
+17 -15
View File
@@ -71,21 +71,23 @@ polygonCol = PolygonCol 0
-- note that much of work computing the width of the bezier curve is done here
bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
bezierQuad cola colc ra rc a b c = BezierQuad 0 [(aX,cola ,raX)
,(bX,mixColors 0.5 0.5 cola colc,1)
,(cX,colc ,rcX)]
where b2a | isLHS a b c = b -.- a
| otherwise = a -.- b
nb2a = normalizeV $ vNormal b2a
aX = a +.+ ra * 0.5 *.* nb2a
b2c | isLHS a b c = c -.- b
| otherwise = b -.- c
nb2c = normalizeV $ vNormal b2c
cX = c +.+ rc * 0.5 *.* nb2c
raX = ra / magV (aX -.- bX)
rcX = rc / magV (cX -.- bX)
bX = b +.+ (0.5 * ra *.* nb2a)
+.+ (0.5 * rc *.* nb2c)
bezierQuad cola colc ra rc a b c = BezierQuad 0 [(aX, cola, aX +.+ aRadVec , fracRadA )
,(bX, colb, (0,0) , 0 )
,(cX, colc, cX +.+ cRadVec , fracRadC )
]
where colb = mixColors 0.5 0.5 cola colc
b2a | isLHS a b c = a -.- b
| otherwise = b -.- a
aRadVec = ra *.* (normalizeV $ vNormal b2a)
aX = a -.- 0.5 *.* aRadVec
b2c | isLHS a b c = b -.- c
| otherwise = c -.- b
cRadVec = rc *.* (normalizeV $ vNormal b2c)
cX = c -.- 0.5 *.* cRadVec
bX = (b -.- (0.5 * ra *.* aRadVec) )
-.- (0.5 * rc *.* cRadVec)
fracRadA = ra / magV (aX -.- cX)
fracRadC = rc / magV (aX -.- cX)
color :: RGBA -> Picture -> Picture
{-# INLINE color #-}
+2 -2
View File
@@ -22,7 +22,7 @@ import Data.Traversable
data RenderType
= RenderPoly [(Point3,Point4)]
| RenderBezQ [(Point3,Point4,Float)]
| RenderBezQ [(Point3,Point4,Point3)]
| RenderText [(Point3,Point4,Point3)]
| RenderArc (Point3,Point4,Point4)
| RenderLine [(Point3,Point4)]
@@ -75,7 +75,7 @@ data Picture
= Blank
| Text Int String
| Polygon Int [Point2]
| BezierQuad Int [(Point2,RGBA,Float)]
| BezierQuad Int [(Point2,RGBA,Point2,Float)]
| PolygonCol Int [(Point2,RGBA)]
| Circle Int RGBA RGBA Float
| ThickArc Int Float Float Float Float
+2 -2
View File
@@ -50,7 +50,7 @@ preloadRender = do
"data/texture/charMap.png"
bezierQuadShader
<- makeShader "bezierQuad" [vert,geom,frag] [(0,3),(1,4),(2,1)] Triangles pokeBezQStrat
<- makeShader "bezierQuad" [vert,geom,frag] [(0,3),(1,4),(2,3)] Triangles pokeBezQStrat
--the following vbo is set up to contain one fixed vertex
dummyvbo <- genObjectName
@@ -84,7 +84,7 @@ cleanUpRenderPreload pd = do
{-# INLINE pokeBezQStrat #-}
pokeBezQStrat :: RenderType -> [[[Float]]]
pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),s) -> [[x,y,z],[r,g,b,a],[s]]) vs
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
pokeBezQStrat _ = []
{-# INLINE pokeTriStrat #-}
+2 -1
View File
@@ -19,7 +19,8 @@ picToLTree mx (PolygonCol i vs)
where (ps,cs) = unzip vs
picToLTree mx (BezierQuad i vs)
= filtB mx i $ LLeaf $ RenderBezQ $ zip3 (map zeroZ ps) cols rs
where (ps,cols,rs) = unzip3 vs
where (ps,cols,offps,rads) = unzip4 vs
rs = zipWith (\(x,y) z -> (x,y,z)) offps rads
picToLTree mx (Circle i colC colE r)
= filtB mx i $ LLeaf $ RenderEllipse [( (-r, r,0), colC)