Render bezier curves using distance fields
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+6
-20
@@ -1,32 +1,18 @@
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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 vec2 box2;
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in float wStart;
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in float wEnd;
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// the width is calculated along the line a-c
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// this should instead be along the lines a-b (for start width)
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// and b-c (for end width)
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in vec4 vColor;
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in vec2 boxOut;
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in vec2 boxIn;
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out vec4 fColor;
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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 f (float a, float b)
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{
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float c = 1 / (1 - 2*b) ;
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return c * (a - 0.5) + 0.5 ;
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}
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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 d = sqrt(boxOut.x) + sqrt(boxOut.y) - 1;
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// float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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float e = sqrt(box2.x) + sqrt(box2.y) - 1.0;
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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// if ( d < 0 || e > 0) { discard; }
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fColor = gColor;
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fColor = vColor;
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// if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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}
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@@ -1,10 +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 vec3 radVec;
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layout (location = 2) in vec4 boxes;
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out vec4 vColor;
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out vec2 vPosOff;
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out float vRadMag;
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out vec2 boxOut;
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out vec2 boxIn;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -16,6 +16,6 @@ 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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vPosOff = ( worldMat * vec4(radVec.xy,0,1) ).xy ;
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vRadMag = radVec.z ;
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boxOut = boxes.xy ;
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boxIn = boxes.zw ;
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}
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+33
-7
@@ -71,23 +71,49 @@ 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, 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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bezierQuad cola colc ra rc a b c = BezierQuad 0 [-- ( (0,0) , cola, (0,0), (0,0) )
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(aIn, cola, (fa aIn,fc aIn) , (1,0) )
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,(aIn, cola, (fa aIn,fc aIn) , (1,0) )
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,(cIn, colc, (fa cIn,fc cIn) , (0,1) )
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,( aX, cola, (1,0) , (fa' aX,fc' aX) )
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,( cX, colc, (0,1) , (fa' cX,fc' cX) )
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,( bX, colb, (0,0) , (fa' bX,fc' bX) )
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,( bX, colb, (0,0) , (fa' bX,fc' bX) )
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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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aX = a -.- 0.5 *.* aRadVec
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aIn = 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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cX = c -.- 0.5 *.* cRadVec
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cIn = c +.+ 0.5 *.* cRadVec
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bX = (b -.- (0.5 *.* aRadVec) )
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-.- (0.5 *.* cRadVec)
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fracRadA = ra / magV (aX -.- cX)
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fracRadC = rc / magV (aX -.- cX)
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bIn = b +.+ (0.5 *.* aRadVec)
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+.+ (0.5 *.* cRadVec)
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fa = extrapolate aX cX bX
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fc = extrapolate cX aX bX
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fa' = extrapolate aIn cIn bIn
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fc' = extrapolate cIn aIn bIn
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-- given a one and two zeros of a linear function over x and y,
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-- determine the function
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-- so if f(ox,oy) = 1 and f(ax,ay) = f(bx,by) = 0, determines f
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extrapolate :: Point2 -> Point2 -> Point2 -> Point2 -> Float
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extrapolate (ox,oy) (ax,ay) (bx,by) (x,y) =
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( x * ( ay - by )
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+ y * ( bx - ax )
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+ (ax * by - bx * ay)
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)
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/
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( ox * ( ay - by )
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+ ax * ( by - oy )
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+ bx * ( oy - ay )
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)
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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,Point3)]
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| RenderBezQ [(Point3,Point4,Point4)]
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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,Point2,Float)]
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| BezierQuad Int [(Point2,RGBA,Point2,Point2)]
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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),(2,3)] Triangles pokeBezQStrat
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<- makeShader "bezierQuad" [vert,frag] [(0,3),(1,4),(2,4)] TriangleStrip 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 +84,9 @@ 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,t,v)) -> [[x,y,z],[r,g,b,a],[s,t,v]]) vs
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pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),(s,t,u,v)) -> [[x,y,z],[r,g,b,a],[s,t,u,v]]
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)
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vs
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pokeBezQStrat _ = []
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{-# INLINE pokeTriStrat #-}
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+1
-1
@@ -20,7 +20,7 @@ picToLTree mx (PolygonCol i 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,offps,rads) = unzip4 vs
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rs = zipWith (\(x,y) z -> (x,y,z)) offps rads
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rs = zipWith (\(x,y) (z,w) -> (x,y,z,w)) 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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