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 ;
}