Determine bug in bezier curve rendering
This commit is contained in:
+22
-9
@@ -1,6 +1,6 @@
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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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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out vec4 gColor;
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@@ -8,8 +8,11 @@ out float gRadStart;
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out float gRadEnd;
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out vec3 gBoundingBox;
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vec3 normV (vec3 v)
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{ return vec3(v.y,-v.x,v.z) ;
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vec2 normV2 (vec2 v)
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{ return vec2(-v.y,v.x) ;
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}
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float lhs (vec2 da, vec2 db)
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{ return sign(dot(da, normV2(db))) ;
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}
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void main()
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@@ -21,21 +24,31 @@ void main()
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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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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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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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EmitVertex();
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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gl_Position = vec4 (pa + normV (pa-pb) , 1);
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EmitVertex();
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,0,0);
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gColor = vColor[1];
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,1,1);
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gColor = vColor[2];
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gl_Position = vec4 (pc, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,0,0);
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gColor = vColor[1];
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -364,7 +364,6 @@ startCr = basicCreature
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,hvAutoGun
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,teslaGun
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,latchkey 0
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,frontArmour
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,miniGun
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,medkit 50
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,bezierGun
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@@ -122,7 +122,7 @@ worldPictures w
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testPic :: World -> [Picture]
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testPic w = --[blank]
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[setLayer 1 $ onLayerL [99] $ bezierQuad white red 20 50 (-200,0) (0,0) (200,50) ]
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[setLayer 1 $ onLayerL [99] $ bezierQuad white red 20 20 (00,00) (200,200) (200,000) ]
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-- $ uncurry translate (mouseWorldPos w)
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+1
-1
@@ -548,7 +548,7 @@ deadEndRoom = Room
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]
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, _rmLinks = lnks
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, _rmPath = []
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, _rmPS = [PS (0,-10) 0 basicLS]
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, _rmPS = [PS (0,-20) 0 basicLS]
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, _rmBound = rectNSWE 20 (-20) (-30) 30
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}
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where lnks = [((0,30) ,0)
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+13
-10
@@ -70,19 +70,22 @@ polygonCol :: [(Point2,RGBA)] -> Picture
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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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-- not sure that moving the control point does much...
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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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,(bX,mixColors 0.5 0.5 cola colc,1)
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,(cX,colc ,rcX)]
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where v = a -.- c
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nv = normalizeV v
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aX = a +.+ ra * 0.5 *.* nv
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cX = c -.- rc * 0.5 *.* nv
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raX = ra / magV (aX -.- cX)
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rcX = rc / magV (aX -.- cX)
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bx = b +.+ (0.5 * ra *.* normalizeV (b -.- a))
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+.+ (0.5 * rc *.* normalizeV (b -.- c))
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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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color :: RGBA -> Picture -> Picture
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{-# INLINE color #-}
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