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2 Commits
97097fcc3a
...
cf3dd43a4a
Author | SHA1 | Date |
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wuyize | cf3dd43a4a | |
wuyize | 62b9c2b026 |
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@ -969,7 +969,7 @@ void drawLine(in float d, inout uint styleIndex, out vec4 elementColor, out vec2
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}
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}
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bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p3, vec2 tangentBegin, vec2 tangentEndLast)
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bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p0, vec2 tangentBegin, vec2 tangentEndLast)
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{
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vec2 normal;
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if (onVeryBegin)
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@ -985,17 +985,26 @@ bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p3, ve
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vec2 normalNow = normalize(mat2(0, 1, -1, 0) * (-tangentBegin));
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normal = normalLast + normalNow;
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}
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return angleLargeThanPi(normal, localUV - p3);
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return angleLargeThanPi(normal, localUV - p0);
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}
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bool shouldFillEndCap(vec2 localUV, int endType, vec2 p0, vec2 tangentEnd)
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bool shouldFillEndCap(vec2 localUV, bool onVeryEnd, int endType, vec2 p3, vec2 tangentEnd, vec2 tangentBeginNext)
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{
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vec2 normal;
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if (onVeryEnd)
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{
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if (endType == 0)
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return true;
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else if (endType == 1)
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normal = normalize(mat2(0, 1, -1, 0) * tangentEnd);
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return angleLargeThanPi(localUV - p0, normal);
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}
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else
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{
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vec2 normalLast = normalize(mat2(0, 1, -1, 0) * tangentEnd);
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vec2 normalNow = normalize(mat2(0, 1, -1, 0) * (-tangentBeginNext));
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normal = normalLast + normalNow;
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}
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return angleLargeThanPi(localUV - p3, normal);
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}
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void main()
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@ -1058,9 +1067,13 @@ void main()
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// endType = 1;
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int debugBegin = 0;
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bool onVeryBegin = false;
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bool onVeryEnd = false;
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vec2 tangentEndLast;
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uint lastHitIndex = 0;
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bool lastHitElement = false;
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hitElement = false;
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for (uint pathIndex = 0; pathIndex < pathSize; pathIndex++)
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// for (uint pathIndex = 0; pathIndex < 4; pathIndex++)
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//for (uint pathIndex = 0; pathIndex < 46; pathIndex++)
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{
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vec2 pTemp = path[pathIndex];
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if (isinf(pTemp.x))
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@ -1068,7 +1081,7 @@ void main()
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// TODO: ¼ì²âÊÇ·ñ·â±Õ²¢´¦Àí
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if (hitElement && distance(localUV, p3Last) <= strokeWidth)
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{
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hitElement = shouldFillEndCap(localUV, endType, p3Last, tangentEndLast);
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// hitElement = shouldFillEndCap(localUV, true, endType, p3Last, tangentEndLast);
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}
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pBegin = path[++pathIndex];
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@ -1079,10 +1092,30 @@ void main()
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}
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mat4x2 p = mat4x2(p3Last, pTemp, path[++pathIndex], path[++pathIndex]);
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vec2 tangentBeginNext;
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if (pathIndex + 1 < pathSize)
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{
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vec2 pTemp = path[pathIndex + 1];
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if (isinf(pTemp.x))
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{
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onVeryEnd = true;
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}
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else
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{
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onVeryEnd = false;
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vec2 pNext[3] = {p[3], pTemp, path[pathIndex + 2]};
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if (pNext[0] != pNext[1])
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tangentBeginNext = normalize(pNext[0] - pNext[1]);
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else
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tangentBeginNext = normalize(pNext[0] - pNext[2]);
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}
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}
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float d = cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], true);
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if (d <= strokeWidth)
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{
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bool onBegin = distance(localUV, p[0]) <= strokeWidth && p3Last == p[0];
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bool onBegin = distance(localUV, p[0]) <= strokeWidth;
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bool onEnd = distance(localUV, p[3]) <= strokeWidth;
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vec2 tangentBegin;
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vec2 tangentEnd;
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if (p[0] != p[1])
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@ -1094,11 +1127,19 @@ void main()
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else
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tangentEnd = normalize(p[3] - p[1]);
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if (onBegin ? shouldFillBeginCap(localUV, onVeryBegin, endType, p[0], tangentBegin, p3Last - p2Last)
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: d < minDistance)
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// if (onBegin ? shouldFillBeginCap(localUV, onVeryBegin, endType, p[0], tangentBegin,
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// tangentEndLast)
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// : (onEnd ? /*shouldFillEndCap(localUV, onVeryEnd, endType, p[3], tangentEnd,
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// tangentBeginNext)*/ false
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// : d < minDistance))
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bool hit = d < minDistance;
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if (onBegin)
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hit = hit &&
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shouldFillBeginCap(localUV, onVeryBegin, endType, p[0], tangentBegin, tangentEndLast);
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if (onEnd)
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hit = hit && shouldFillEndCap(localUV, onVeryEnd, endType, p[3], tangentEnd, tangentBeginNext);
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if (hit)
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{
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minDistance = min(minDistance, d);
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bool reverse = p[3].y - p[0].y < 0.;
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if (tangentBegin.y == 0.)
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@ -1111,13 +1152,26 @@ void main()
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if (lineType == 2 || (intTest % 2 == int(lineType)))
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{
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minDistance = min(minDistance, d);
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lastHitElement = hitElement;
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lastHitIndex = pathIndex;
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hitElement = true;
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// elementColor = vec4(1, 1, 0, 1);
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vec2 metallicRoughness;
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drawLine(minDistance / strokeWidth, styleIndex, elementColor, metallicRoughness);
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}
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else if (p3Last == p[0])
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hitElement = false;
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// else if (lastHitIndex == pathIndex - 3)
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// {
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// hitElement = lastHitElement;
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// lastHitElement = false;
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// // if(lastHitElement ==false)
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// //{
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// // hitElement = true;
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// // elementColor = vec4(1, 1, 0, 1);
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// //}
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// minDistance = 1e38;
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// }
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}
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tangentEndLast = tangentEnd;
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}
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@ -1127,7 +1181,7 @@ void main()
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}
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if (hitElement && distance(localUV, p3Last) <= strokeWidth)
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{
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hitElement = shouldFillEndCap(localUV, endType, p3Last, tangentEndLast);
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// hitElement = shouldFillEndCap(localUV, true, endType, p3Last, tangentEndLast);
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}
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}
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if (hitElement)
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@ -37,7 +37,6 @@ layout(std430, binding = 4) buffer elementDataBuffer
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const float PI = 3.14159265358979;
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const uint STACK_SIZE = 10;
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struct Stack
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@ -77,7 +76,6 @@ struct Stack
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}
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} stack, elementStack;
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// Modified from http://tog.acm.org/resources/GraphicsGems/gems/Roots3And4.c
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// Credits to Doublefresh for hinting there
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int solve_quadric(vec2 coeffs, inout vec2 roots)
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@ -151,7 +149,6 @@ int solve_cubic(vec3 coeffs, inout vec3 r)
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return 3;
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}
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int segment_int_test(vec2 uv, vec2 p0, vec2 p1)
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{
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p0 -= uv;
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@ -299,15 +296,19 @@ bvec3 cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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// int n_ints = 0;
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bvec3 result = bvec3(false);
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for(int i=0;i<3;i++){
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if(i < n_roots){
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if(roots[i] >= 0. && roots[i] <= 1.){
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for (int i = 0; i < 3; i++)
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{
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if (i < n_roots)
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{
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if (roots[i] >= 0. && roots[i] <= 1.)
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{
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float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
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x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
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x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
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x_pos = x_pos * roots[i] + p0.x;
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if(x_pos > uv.x){
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if (x_pos > uv.x)
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{
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result[1] = !result[1];
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}
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}
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@ -320,24 +321,32 @@ bvec3 cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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vec2 nor1 = vec2(tang1.y, -tang1.x);
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vec2 nor2 = vec2(tang2.y, -tang2.x);
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if(p0.y < p1.y){
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if((uv.y<=p0.y) && (dot(uv-p0.xy,nor1)>0.)){
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if (p0.y < p1.y)
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{
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if ((uv.y <= p0.y) && (dot(uv - p0.xy, nor1) > 0.))
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{
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result[0] = !result[0];
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}
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}
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else{
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if(!(uv.y<=p0.y) && !(dot(uv-p0.xy,nor1)>0.)){
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else
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{
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if (!(uv.y <= p0.y) && !(dot(uv - p0.xy, nor1) > 0.))
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{
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result[0] = !result[0];
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}
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}
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if(p2.y<p3.y){
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if(!(uv.y<=p3.y) && dot(uv-p3.xy,nor2)>0.){
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if (p2.y < p3.y)
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{
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if (!(uv.y <= p3.y) && dot(uv - p3.xy, nor2) > 0.)
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{
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result[2] = !result[2];
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}
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}
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else{
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if((uv.y<=p3.y) && !(dot(uv-p3.xy,nor2)>0.)){
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else
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{
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if ((uv.y <= p3.y) && !(dot(uv - p3.xy, nor2) > 0.))
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{
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result[2] = !result[2];
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}
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}
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@ -355,7 +364,8 @@ const float eps = .000005;
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const int halley_iterations = 8;
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// lagrange positive real root upper bound
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// see for example: https://doi.org/10.1016/j.jsc.2014.09.038
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float upper_bound_lagrange5(float a0, float a1, float a2, float a3, float a4){
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float upper_bound_lagrange5(float a0, float a1, float a2, float a3, float a4)
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{
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vec4 coeffs1 = vec4(a0, a1, a2, a3);
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@ -383,7 +393,8 @@ float upper_bound_lagrange5(float a0, float a1, float a2, float a3, float a4){
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}
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// lagrange upper bound applied to f(-x) to get lower bound
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float lower_bound_lagrange5(float a0, float a1, float a2, float a3, float a4){
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float lower_bound_lagrange5(float a0, float a1, float a2, float a3, float a4)
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{
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vec4 coeffs1 = vec4(-a0, a1, -a2, a3);
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@ -410,7 +421,8 @@ float lower_bound_lagrange5(float a0, float a1, float a2, float a3, float a4){
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return -max_max - max_max2;
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}
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vec2 parametric_cub_bezier(float t, vec2 p0, vec2 p1, vec2 p2, vec2 p3){
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vec2 parametric_cub_bezier(float t, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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{
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vec2 a0 = (-p0 + 3. * p1 - 3. * p2 + p3);
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vec2 a1 = (3. * p0 - 6. * p1 + 3. * p2);
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vec2 a2 = (-3. * p0 + 3. * p1);
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@ -419,7 +431,8 @@ vec2 parametric_cub_bezier(float t, vec2 p0, vec2 p1, vec2 p2, vec2 p3){
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return (((a0 * t) + a1) * t + a2) * t + a3;
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}
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void sort_roots3(inout vec3 roots){
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void sort_roots3(inout vec3 roots)
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{
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vec3 tmp;
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tmp[0] = min(roots[0], min(roots[1], roots[2]));
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@ -429,7 +442,8 @@ void sort_roots3(inout vec3 roots){
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roots = tmp;
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}
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void sort_roots4(inout vec4 roots){
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void sort_roots4(inout vec4 roots)
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{
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vec4 tmp;
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vec2 min1_2 = min(roots.xz, roots.yw);
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@ -446,7 +460,8 @@ void sort_roots4(inout vec4 roots){
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roots = tmp;
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}
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float eval_poly5(float a0, float a1, float a2, float a3, float a4, float x){
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float eval_poly5(float a0, float a1, float a2, float a3, float a4, float x)
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{
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float f = ((((x + a4) * x + a3) * x + a2) * x + a1) * x + a0;
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@ -457,7 +472,8 @@ float eval_poly5(float a0, float a1, float a2, float a3, float a4, float x){
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// basically a variant of newton raphson which converges quicker and has bigger basins of convergence
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// see http://mathworld.wolfram.com/HalleysMethod.html
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// or https://en.wikipedia.org/wiki/Halley%27s_method
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float halley_iteration5(float a0, float a1, float a2, float a3, float a4, float x){
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float halley_iteration5(float a0, float a1, float a2, float a3, float a4, float x)
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{
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float f = ((((x + a4) * x + a3) * x + a2) * x + a1) * x + a0;
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float f1 = (((5. * x + 4. * a4) * x + 3. * a3) * x + 2. * a2) * x + a1;
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@ -466,7 +482,8 @@ float halley_iteration5(float a0, float a1, float a2, float a3, float a4, float
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return x - (2. * f * f1) / (2. * f1 * f1 - f * f2);
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}
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float halley_iteration4(vec4 coeffs, float x){
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float halley_iteration4(vec4 coeffs, float x)
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{
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float f = (((x + coeffs[3]) * x + coeffs[2]) * x + coeffs[1]) * x + coeffs[0];
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float f1 = ((4. * x + 3. * coeffs[3]) * x + 2. * coeffs[2]) * x + coeffs[1];
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@ -477,7 +494,8 @@ float halley_iteration4(vec4 coeffs, float x){
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// Modified from http://tog.acm.org/resources/GraphicsGems/gems/Roots3And4.c
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// Credits to Doublefresh for hinting there
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int solve_quartic(vec4 coeffs, inout vec4 s){
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int solve_quartic(vec4 coeffs, inout vec4 s)
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{
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float a = coeffs[3];
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float b = coeffs[2];
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@ -529,17 +547,21 @@ int solve_quartic(vec4 coeffs, inout vec4 s){
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float u = z * z - r;
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float v = 2. * z - p;
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if(u > -eps){
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if (u > -eps)
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{
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u = sqrt(abs(u));
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}
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else{
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else
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{
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return 0;
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}
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if(v > -eps){
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if (v > -eps)
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{
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v = sqrt(abs(v));
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}
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else{
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else
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{
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return 0;
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}
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@ -557,12 +579,15 @@ int solve_quartic(vec4 coeffs, inout vec4 s){
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int old_num = num;
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num += solve_quadric(quad_coeffs, tmp);
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if(old_num!=num){
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if(old_num == 0){
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if (old_num != num)
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{
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if (old_num == 0)
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{
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s[0] = tmp[0];
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s[1] = tmp[1];
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}
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else{//old_num == 2
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else
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{ // old_num == 2
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s[2] = tmp[0];
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s[3] = tmp[1];
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}
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@ -574,8 +599,10 @@ int solve_quartic(vec4 coeffs, inout vec4 s){
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float sub = 1. / 4. * a;
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/* single halley iteration to fix cancellation */
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for(int i=0;i<4;i+=2){
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if(i < num){
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for (int i = 0; i < 4; i += 2)
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{
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if (i < num)
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{
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s[i] -= sub;
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s[i] = halley_iteration4(coeffs, s[i]);
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@ -586,7 +613,8 @@ int solve_quartic(vec4 coeffs, inout vec4 s){
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return num;
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}
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float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEnd){
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float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEnd)
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{
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// switch points when near to end point to minimize numerical error
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// only needed when control point(s) very far away
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|
@ -659,57 +687,71 @@ float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEn
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// compute root isolating intervals by roots of derivative and outer root bounds
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// only roots going form - to + considered, because only those result in a minimum
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if(num_roots_drv==4){
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if(eval_poly5(b0,b1,b2,b3,b4,roots_drv[0]) > 0.){
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if (num_roots_drv == 4)
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{
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||||
if (eval_poly5(b0, b1, b2, b3, b4, roots_drv[0]) > 0.)
|
||||
{
|
||||
a[0] = lb;
|
||||
b[0] = roots_drv[0];
|
||||
num_roots = 1;
|
||||
}
|
||||
|
||||
if(sign(eval_poly5(b0,b1,b2,b3,b4,roots_drv[1])) != sign(eval_poly5(b0,b1,b2,b3,b4,roots_drv[2]))){
|
||||
if(num_roots == 0){
|
||||
if (sign(eval_poly5(b0, b1, b2, b3, b4, roots_drv[1])) != sign(eval_poly5(b0, b1, b2, b3, b4, roots_drv[2])))
|
||||
{
|
||||
if (num_roots == 0)
|
||||
{
|
||||
a[0] = roots_drv[1];
|
||||
b[0] = roots_drv[2];
|
||||
num_roots = 1;
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
a[1] = roots_drv[1];
|
||||
b[1] = roots_drv[2];
|
||||
num_roots = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if(eval_poly5(b0,b1,b2,b3,b4,roots_drv[3]) < 0.){
|
||||
if(num_roots == 0){
|
||||
if (eval_poly5(b0, b1, b2, b3, b4, roots_drv[3]) < 0.)
|
||||
{
|
||||
if (num_roots == 0)
|
||||
{
|
||||
a[0] = roots_drv[3];
|
||||
b[0] = ub;
|
||||
num_roots = 1;
|
||||
}
|
||||
else if(num_roots == 1){
|
||||
else if (num_roots == 1)
|
||||
{
|
||||
a[1] = roots_drv[3];
|
||||
b[1] = ub;
|
||||
num_roots = 2;
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
a[2] = roots_drv[3];
|
||||
b[2] = ub;
|
||||
num_roots = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
else{
|
||||
if(num_roots_drv==2){
|
||||
if(eval_poly5(b0,b1,b2,b3,b4,roots_drv[0]) < 0.){
|
||||
else
|
||||
{
|
||||
if (num_roots_drv == 2)
|
||||
{
|
||||
if (eval_poly5(b0, b1, b2, b3, b4, roots_drv[0]) < 0.)
|
||||
{
|
||||
num_roots = 1;
|
||||
a[0] = roots_drv[1];
|
||||
b[0] = ub;
|
||||
}
|
||||
else if(eval_poly5(b0,b1,b2,b3,b4,roots_drv[1]) > 0.){
|
||||
else if (eval_poly5(b0, b1, b2, b3, b4, roots_drv[1]) > 0.)
|
||||
{
|
||||
num_roots = 1;
|
||||
a[0] = lb;
|
||||
b[0] = roots_drv[0];
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
num_roots = 2;
|
||||
|
||||
a[0] = lb;
|
||||
|
@ -718,9 +760,9 @@ float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEn
|
|||
a[1] = roots_drv[1];
|
||||
b[1] = ub;
|
||||
}
|
||||
|
||||
}
|
||||
else{//num_roots_drv==0
|
||||
else
|
||||
{ // num_roots_drv==0
|
||||
vec3 roots_snd_drv = vec3(1e38);
|
||||
int num_roots_snd_drv = solve_cubic(c2, roots_snd_drv);
|
||||
|
||||
|
@ -741,31 +783,44 @@ float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEn
|
|||
int num_roots_trd_drv = 0;
|
||||
vec2 roots_trd_drv = vec2(1e38);
|
||||
|
||||
if(num_roots_snd_drv!=3){
|
||||
if (num_roots_snd_drv != 3)
|
||||
{
|
||||
num_roots_trd_drv = solve_quadric(c3, roots_trd_drv);
|
||||
}
|
||||
|
||||
for(int i=0;i<3;i++){
|
||||
if(i < num_roots){
|
||||
for(int j=0;j<3;j+=2){
|
||||
if(j < num_roots_snd_drv){
|
||||
if(a[i] < roots_snd_drv[j] && b[i] > roots_snd_drv[j]){
|
||||
if(eval_poly5(b0,b1,b2,b3,b4,roots_snd_drv[j]) > 0.){
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (i < num_roots)
|
||||
{
|
||||
for (int j = 0; j < 3; j += 2)
|
||||
{
|
||||
if (j < num_roots_snd_drv)
|
||||
{
|
||||
if (a[i] < roots_snd_drv[j] && b[i] > roots_snd_drv[j])
|
||||
{
|
||||
if (eval_poly5(b0, b1, b2, b3, b4, roots_snd_drv[j]) > 0.)
|
||||
{
|
||||
b[i] = roots_snd_drv[j];
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
a[i] = roots_snd_drv[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for(int j=0;j<2;j++){
|
||||
if(j < num_roots_trd_drv){
|
||||
if(a[i] < roots_trd_drv[j] && b[i] > roots_trd_drv[j]){
|
||||
if(eval_poly5(b0,b1,b2,b3,b4,roots_trd_drv[j]) > 0.){
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
if (j < num_roots_trd_drv)
|
||||
{
|
||||
if (a[i] < roots_trd_drv[j] && b[i] > roots_trd_drv[j])
|
||||
{
|
||||
if (eval_poly5(b0, b1, b2, b3, b4, roots_trd_drv[j]) > 0.)
|
||||
{
|
||||
b[i] = roots_trd_drv[j];
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
a[i] = roots_trd_drv[j];
|
||||
}
|
||||
}
|
||||
|
@ -779,15 +834,17 @@ float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEn
|
|||
|
||||
// compute roots with halley's method
|
||||
|
||||
for(int i=0;i<3;i++){
|
||||
if(i < num_roots){
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (i < num_roots)
|
||||
{
|
||||
roots[i] = .5 * (a[i] + b[i]);
|
||||
|
||||
for(int j=0;j<halley_iterations;j++){
|
||||
for (int j = 0; j < halley_iterations; j++)
|
||||
{
|
||||
roots[i] = halley_iteration5(b0, b1, b2, b3, b4, roots[i]);
|
||||
}
|
||||
|
||||
|
||||
// compute squared distance to nearest point on curve
|
||||
if (roundEnd)
|
||||
{
|
||||
|
@ -797,21 +854,20 @@ float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEn
|
|||
}
|
||||
else
|
||||
{
|
||||
if(roots[i]<0.||roots[i]>1.) d0=min(d0,1e38);
|
||||
if (roots[i] < 0. || roots[i] > 1.)
|
||||
d0 = min(d0, 1e38);
|
||||
else
|
||||
{
|
||||
vec2 to_curve = uv - parametric_cub_bezier(roots[i], p0, p1, p2, p3);
|
||||
d0 = min(d0, dot(to_curve, to_curve));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return sqrt(d0);
|
||||
}
|
||||
|
||||
|
||||
int cubic_bezier_int_test2(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool reverse)
|
||||
{
|
||||
float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
|
||||
|
@ -831,8 +887,10 @@ int cubic_bezier_int_test2(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool rev
|
|||
}
|
||||
else
|
||||
{
|
||||
if (abs(cu) < .0001) n_roots = solve_quadric(vec2(co / qu, li / qu), roots.xy);
|
||||
else n_roots = solve_cubic(vec3(co / cu, li / cu, qu / cu), roots);
|
||||
if (abs(cu) < .0001)
|
||||
n_roots = solve_quadric(vec2(co / qu, li / qu), roots.xy);
|
||||
else
|
||||
n_roots = solve_cubic(vec3(co / cu, li / cu, qu / cu), roots);
|
||||
|
||||
for (int i = 0; i < n_roots; i++)
|
||||
{
|
||||
|
@ -843,7 +901,8 @@ int cubic_bezier_int_test2(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool rev
|
|||
x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
|
||||
x_pos = x_pos * roots[i] + p0.x;
|
||||
|
||||
if (reverse? x_pos < uv.x: x_pos > uv.x) n_ints++;
|
||||
if (reverse ? x_pos < uv.x : x_pos > uv.x)
|
||||
n_ints++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -858,10 +917,12 @@ int ray_int_test(vec2 uv, vec2 p0, vec2 direction, bool reverse)
|
|||
vec2 nor = -direction;
|
||||
nor = vec2(nor.y, -nor.x);
|
||||
float sgn = p0.y > direction.y ? 1. : -1.;
|
||||
if(reverse) sgn = -sgn;
|
||||
if (reverse)
|
||||
sgn = -sgn;
|
||||
return dot(nor, p0) * sgn < 0. ? 0 : 1;
|
||||
}
|
||||
else return 0;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
vec2 bezierTangent(float t, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
|
||||
|
@ -962,65 +1023,54 @@ void drawLine(in float d, in uint styleIndex, out vec4 elementColor, out vec2 me
|
|||
}
|
||||
}
|
||||
|
||||
bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, out vec2 metallicRoughness, inout vec3 debugBVH = vec3(0))
|
||||
bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p3, vec2 tangentBegin, vec2 tangentEndLast)
|
||||
{
|
||||
vec2 normal;
|
||||
if (onVeryBegin)
|
||||
{
|
||||
if (endType == 0)
|
||||
return true;
|
||||
else if (endType == 1)
|
||||
normal = normalize(mat2(0, 1, -1, 0) * (-tangentBegin));
|
||||
}
|
||||
else
|
||||
{
|
||||
vec2 normalLast = normalize(mat2(0, 1, -1, 0) * tangentEndLast);
|
||||
vec2 normalNow = normalize(mat2(0, 1, -1, 0) * (-tangentBegin));
|
||||
normal = normalLast + normalNow;
|
||||
}
|
||||
return angleLargeThanPi(normal, localUV - p3);
|
||||
}
|
||||
|
||||
bool shouldFillEndCap(vec2 localUV, int endType, vec2 p0, vec2 tangentEnd)
|
||||
{
|
||||
vec2 normal;
|
||||
if (endType == 0)
|
||||
return true;
|
||||
else if (endType == 1)
|
||||
normal = normalize(mat2(0, 1, -1, 0) * tangentEnd);
|
||||
return angleLargeThanPi(localUV - p0, normal);
|
||||
}
|
||||
|
||||
bool fillElement(vec2 localUV, uint contourIndex, uint linesOffset, uint pointsOffset, uint styleIndex,
|
||||
inout vec4 elementColor, inout vec2 metallicRoughness)
|
||||
{
|
||||
bool hitElement = false;
|
||||
vec4 elementColor = vec4(-1);
|
||||
metallicRoughness = vec2(0, 0.8);
|
||||
|
||||
uint currentOffset[] = elementOffset[elementIndex];
|
||||
uint elementBvhRoot = currentOffset[0];
|
||||
uint styleIndex = currentOffset[1];
|
||||
uint elementBvhLength = 0x80000000;
|
||||
uint pointsOffset = currentOffset[2];
|
||||
uint linesOffset = currentOffset[3];
|
||||
|
||||
elementStack.top = 0;
|
||||
uint elementBvhIndex = 0;
|
||||
while (elementBvhIndex < elementBvhLength || !elementStack.empty())
|
||||
{
|
||||
|
||||
while (elementBvhIndex < elementBvhLength)
|
||||
{
|
||||
vec4 bound = bvhBound[elementBvhRoot + elementBvhIndex];
|
||||
uint leftChild = bvhChildren[elementBvhRoot + elementBvhIndex].x;
|
||||
|
||||
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
|
||||
{
|
||||
if (leftChild >= elementBvhLength)
|
||||
{
|
||||
if (any(greaterThan(bound.xy+vec2(0.003), localUV)) || any(greaterThan(localUV, bound.zw-vec2(0.003))))
|
||||
{
|
||||
debugBVH.g = 0;
|
||||
debugBVH.r += 1;
|
||||
}
|
||||
//uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
||||
//uint elementType = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
||||
//float elementType = elementData[styleIndex];
|
||||
bool isFillStyle = elementData[styleIndex]<=0;
|
||||
// for(int i = 0; i<200;i++)
|
||||
if (isFillStyle) //Ãæ
|
||||
{
|
||||
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
||||
|
||||
uint num_its = 0;
|
||||
|
||||
uint lineCount = elementIndexs[contourIndex];
|
||||
|
||||
for (uint contourIterator = contourIndex + 1; contourIterator < contourIndex + 1 + lineCount; contourIterator++)
|
||||
{
|
||||
uint lineIndex = elementIndexs[contourIterator];
|
||||
uint pLocation = linesOffset + 2 * lineIndex;
|
||||
uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation]>>16, elementIndexs[pLocation]&0xFFFF, elementIndexs[pLocation+1]>>16, elementIndexs[pLocation+1]&0xFFFF);
|
||||
uvec4 pxIndex =
|
||||
uvec4(pointsOffset) + 2 * uvec4(elementIndexs[pLocation] >> 16, elementIndexs[pLocation] & 0xFFFF,
|
||||
elementIndexs[pLocation + 1] >> 16, elementIndexs[pLocation + 1] & 0xFFFF);
|
||||
uvec4 pyIndex = uvec4(1) + pxIndex;
|
||||
mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
|
||||
elementData[pxIndex[1]], elementData[pyIndex[1]],
|
||||
elementData[pxIndex[2]],elementData[pyIndex[2]],
|
||||
elementData[pxIndex[3]], elementData[pyIndex[3]]);
|
||||
// vec2 p[4] = {vec2(elementData[pxIndex[0]], elementData[pyIndex[0]]),
|
||||
// vec2(elementData[pxIndex[1]], elementData[pyIndex[1]]),
|
||||
// vec2(elementData[pxIndex[2]],elementData[pyIndex[2]]),
|
||||
// vec2(elementData[pxIndex[3]], elementData[pyIndex[3]])};
|
||||
mat4x2 p =
|
||||
mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]], elementData[pxIndex[1]], elementData[pyIndex[1]],
|
||||
elementData[pxIndex[2]], elementData[pyIndex[2]], elementData[pxIndex[3]], elementData[pyIndex[3]]);
|
||||
|
||||
// if (bound.z == p[0].x && distance(localUV, p[3]) < 0.01)
|
||||
// {
|
||||
// debugBVH = vec3(0, 0, 1);
|
||||
|
@ -1031,7 +1081,6 @@ bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, ou
|
|||
// {
|
||||
// num_its += segment_int_test(localUV, p0, p3);
|
||||
// }
|
||||
//
|
||||
// else
|
||||
num_its += cubic_bezier_int_test(localUV, p[0], p[1], p[2], p[3]);
|
||||
}
|
||||
|
@ -1047,43 +1096,45 @@ bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, ou
|
|||
elementColor = vec4(unpackUnorm4x8(floatBitsToUint(elementData[styleIndex + 1])).rgb, 0);
|
||||
metallicRoughness = head.xy;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
return hitElement;
|
||||
}
|
||||
else //Ïß
|
||||
|
||||
bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint pointsOffset, uint styleIndex, float widthHeightRatio,
|
||||
inout vec4 elementColor, inout vec2 metallicRoughness)
|
||||
{
|
||||
bool hitElement = false;
|
||||
float strokeWidth = elementData[styleIndex];
|
||||
float widthHeightRatio = uintBitsToFloat(currentOffset[4]);
|
||||
|
||||
vec2 size = normalize(vec2(widthHeightRatio, 1)) + vec2(2 * strokeWidth);
|
||||
vec2 ratio = widthHeightRatio < 1 ? vec2(widthHeightRatio, 1) : vec2(1, 1 / widthHeightRatio);
|
||||
localUV *= ratio;
|
||||
|
||||
|
||||
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
||||
float minDistance = 1e38;
|
||||
uint lineCount = elementIndexs[contourIndex];
|
||||
vec4 styleHead = unpackUnorm4x8(floatBitsToUint(elementData[styleIndex + 1]));
|
||||
float lineType = floor(styleHead.b * 10);
|
||||
//float lineType = 2;
|
||||
int endType = int(round(styleHead.b * 100)) % 10;
|
||||
vec2 p3Last = vec2(1e38);
|
||||
vec2 p2Last = vec2(1e38);
|
||||
vec2 tangentEndLast;
|
||||
int debugBegin = 0;
|
||||
for ( uint contourIterator_ = contourIndex + 1;contourIterator_ <= contourIndex + 1 + lineCount; contourIterator_++)
|
||||
for (uint contourIterator_ = contourIndex + 1; contourIterator_ < contourIndex + 1 + lineCount; contourIterator_++)
|
||||
{
|
||||
uint contourIterator = contourIterator_;
|
||||
if (contourIterator_ == contourIndex + 1 + lineCount)
|
||||
contourIterator = contourIndex + 1;
|
||||
uint lineIndex = elementIndexs[contourIterator];
|
||||
uint pLocation = linesOffset + 3 * lineIndex;
|
||||
uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation]>>16, elementIndexs[pLocation]&0xFFFF, elementIndexs[pLocation+1]>>16, elementIndexs[pLocation+1]&0xFFFF);
|
||||
vec2 percent = unpackUnorm2x16(elementIndexs[pLocation + 2]);
|
||||
uvec4 pxIndex =
|
||||
uvec4(pointsOffset) + 2 * uvec4(elementIndexs[pLocation] >> 16, elementIndexs[pLocation] & 0xFFFF,
|
||||
elementIndexs[pLocation + 1] >> 16, elementIndexs[pLocation + 1] & 0xFFFF);
|
||||
uvec4 pyIndex = uvec4(1) + pxIndex;
|
||||
|
||||
mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
|
||||
elementData[pxIndex[1]], elementData[pyIndex[1]],
|
||||
elementData[pxIndex[2]], elementData[pyIndex[2]],
|
||||
elementData[pxIndex[3]], elementData[pyIndex[3]]);
|
||||
mat4x2 p =
|
||||
mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]], elementData[pxIndex[1]], elementData[pyIndex[1]],
|
||||
elementData[pxIndex[2]], elementData[pyIndex[2]], elementData[pxIndex[3]], elementData[pyIndex[3]]);
|
||||
|
||||
p[0] *= ratio;
|
||||
p[1] *= ratio;
|
||||
|
@ -1098,52 +1149,61 @@ bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, ou
|
|||
|
||||
if (distance(localUV, p[0]) <= 0.001)
|
||||
{
|
||||
if(p3Last==p[0]) debugBegin = 2;
|
||||
else debugBegin = 1;
|
||||
if (p3Last == p[0])
|
||||
debugBegin = 2;
|
||||
else
|
||||
debugBegin = 1;
|
||||
}
|
||||
|
||||
float d = cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], true);
|
||||
if (d <= strokeWidth)
|
||||
{
|
||||
bool onBegin = distance(localUV,p[0])<=strokeWidth&&p3Last==p[0];
|
||||
bool fill = true;
|
||||
if(onBegin)
|
||||
{
|
||||
vec2 normalLast = normalize(mat2(0,1,-1,0)*(p3Last-p2Last));
|
||||
vec2 normalNow = normalize(mat2(0,1,-1,0)*(p[1]-p[0]));
|
||||
vec2 normal = normalLast+normalNow;
|
||||
fill = angleLargeThanPi(normal, localUV-p[0]);
|
||||
}
|
||||
if(onBegin?fill:d<minDistance)
|
||||
bool onBegin = distance(localUV, p[0]) <= strokeWidth && ( p3Last == p[0] || contourIterator==contourIndex + 1);
|
||||
vec2 tangentBegin;
|
||||
vec2 tangentEnd;
|
||||
if (p[0] != p[1])
|
||||
tangentBegin = normalize(p[0] - p[1]);
|
||||
else
|
||||
tangentBegin = normalize(p[0] - p[2]);
|
||||
if (p[3] != p[2])
|
||||
tangentEnd = normalize(p[3] - p[2]);
|
||||
else
|
||||
tangentEnd = normalize(p[3] - p[1]);
|
||||
|
||||
if (onBegin ? shouldFillBeginCap(localUV, percent[0]<1e-5, endType, p[0], tangentBegin, p3Last - p2Last)
|
||||
: d < minDistance)
|
||||
{
|
||||
minDistance = min(minDistance, d);
|
||||
|
||||
bool reverse = p[3].y - p[0].y < 0.;
|
||||
|
||||
vec2 tangentBegin = normalize(p[0]-p[1]);
|
||||
vec2 tangentEnd = normalize(p[3]-p[2]);
|
||||
if(tangentBegin.y==0.) tangentBegin.y=reverse?eps:-eps;
|
||||
if(tangentEnd.y==0.) tangentEnd.y=reverse?-eps:eps;
|
||||
int intTest = cubic_bezier_int_test2(localUV, p[0], p[1], p[2], p[3], reverse)
|
||||
+ ray_int_test(localUV, p[0], tangentBegin, reverse)
|
||||
+ ray_int_test(localUV, p[3], tangentEnd, reverse);
|
||||
if(lineType==2 || intTest%2==int(lineType))
|
||||
if (tangentBegin.y == 0.)
|
||||
tangentBegin.y = reverse ? eps : -eps;
|
||||
if (tangentEnd.y == 0.)
|
||||
tangentEnd.y = reverse ? -eps : eps;
|
||||
int intTest = cubic_bezier_int_test2(localUV, p[0], p[1], p[2], p[3], reverse) +
|
||||
ray_int_test(localUV, p[0], tangentBegin, reverse) +
|
||||
ray_int_test(localUV, p[3], tangentEnd, reverse);
|
||||
|
||||
if (lineType == 2 || (intTest % 2 == int(lineType)))
|
||||
{
|
||||
hitElement = true;
|
||||
// elementColor = vec4(1, 1, 0, 1);
|
||||
vec2 metallicRoughness;
|
||||
drawLine(minDistance / strokeWidth, styleIndex, elementColor, metallicRoughness);
|
||||
}
|
||||
else if(p3Last==p[0]) hitElement = false;
|
||||
// if(distance(localUV,p[0])<=strokeWidth&&p3Last==p[0]&&fill)
|
||||
// {
|
||||
// hitElement = true;
|
||||
// elementColor = vec4(0,0,1,1);
|
||||
// }
|
||||
else if (p3Last == p[0])
|
||||
hitElement = false;
|
||||
}
|
||||
|
||||
tangentEndLast = tangentEnd;
|
||||
}
|
||||
p3Last = p[3];
|
||||
p2Last = p[2];
|
||||
}
|
||||
if (hitElement && distance(localUV, p3Last) <= strokeWidth)
|
||||
{
|
||||
hitElement = shouldFillEndCap(localUV, endType, p3Last, tangentEndLast);
|
||||
}
|
||||
|
||||
// if (minDistance <= 0.001)
|
||||
// {
|
||||
|
@ -1154,7 +1214,55 @@ bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, ou
|
|||
// else if (debugBegin == 2)
|
||||
// elementColor = vec4(0, 1, 0, 1);
|
||||
// }
|
||||
return hitElement;
|
||||
}
|
||||
|
||||
bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, out vec2 metallicRoughness,
|
||||
inout vec3 debugBVH = vec3(0))
|
||||
{
|
||||
bool hitElement = false;
|
||||
vec4 elementColor = vec4(-1);
|
||||
metallicRoughness = vec2(0, 0.8);
|
||||
|
||||
uint currentOffset[] = elementOffset[elementIndex];
|
||||
uint elementBvhRoot = currentOffset[0];
|
||||
uint styleIndex = currentOffset[1];
|
||||
uint pointsOffset = currentOffset[2];
|
||||
uint linesOffset = currentOffset[3];
|
||||
float widthHeightRatio = uintBitsToFloat(currentOffset[4]);
|
||||
|
||||
elementStack.top = 0;
|
||||
uint elementBvhIndex = 0;
|
||||
uint elementBvhLength = 0x80000000;
|
||||
while (elementBvhIndex < elementBvhLength || !elementStack.empty())
|
||||
{
|
||||
while (elementBvhIndex < elementBvhLength)
|
||||
{
|
||||
vec4 bound = bvhBound[elementBvhRoot + elementBvhIndex];
|
||||
uint leftChild = bvhChildren[elementBvhRoot + elementBvhIndex].x;
|
||||
|
||||
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
|
||||
{
|
||||
if (leftChild >= elementBvhLength)
|
||||
{
|
||||
if (any(greaterThan(bound.xy + vec2(0.003), localUV)) ||
|
||||
any(greaterThan(localUV, bound.zw - vec2(0.003))))
|
||||
{
|
||||
debugBVH.g = 0;
|
||||
debugBVH.r += 1;
|
||||
}
|
||||
|
||||
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
||||
bool isFillStyle = elementData[styleIndex] <= 0;
|
||||
if (isFillStyle) // Ãæ
|
||||
{
|
||||
hitElement = fillElement(localUV, contourIndex, linesOffset, pointsOffset, styleIndex,
|
||||
elementColor, metallicRoughness);
|
||||
}
|
||||
else // Ïß
|
||||
{
|
||||
hitElement = strokeElement(localUV, contourIndex, linesOffset, pointsOffset, styleIndex, widthHeightRatio,
|
||||
elementColor, metallicRoughness);
|
||||
}
|
||||
|
||||
elementBvhIndex = elementBvhLength;
|
||||
|
@ -1182,7 +1290,6 @@ bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, ou
|
|||
return hitElement;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 pixelLocation = ivec2(pixelOffset + gl_GlobalInvocationID.xy);
|
||||
|
@ -1195,7 +1302,8 @@ void main()
|
|||
|
||||
vec3 debugBVH = vec3(0);
|
||||
// bool debugHit = false;
|
||||
vec4 color = vec4(1,1,1,-1);
|
||||
vec4 color = vec4(0.76, 0.33, 0.15, -1);
|
||||
//vec4 color = vec4(1,1,1, -1);
|
||||
vec2 metallicRoughness = vec2(0, 0.8);
|
||||
stack.top = 0;
|
||||
uint index = 0, visitTime = 0;
|
||||
|
@ -1221,22 +1329,25 @@ void main()
|
|||
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))) && zIndex > color.w)
|
||||
{
|
||||
// if (any(greaterThan(bound.xy+vec2(0.005), uv)) || any(greaterThan(uv, bound.zw-vec2(0.005))))
|
||||
if (any(greaterThan(vec2(-1)+vec2(0.005), localUV)) || any(greaterThan(localUV, vec2(1)-vec2(0.005))))
|
||||
if (any(greaterThan(vec2(-1) + vec2(0.005), localUV)) ||
|
||||
any(greaterThan(localUV, vec2(1) - vec2(0.005))))
|
||||
debugBVH.g += 0.3;
|
||||
// uint elementIndex = leftChild - bvhLength;
|
||||
// debugBVH.bg += 0.5 * (localUV + vec2(1));
|
||||
|
||||
// debugBVH = vec3(0);
|
||||
if(flip.x) localUV.x = -localUV.x;
|
||||
if(flip.y) localUV.y = -localUV.y;
|
||||
if (flip.x)
|
||||
localUV.x = -localUV.x;
|
||||
if (flip.y)
|
||||
localUV.y = -localUV.y;
|
||||
vec3 elementColor;
|
||||
vec2 elementMetallicRoughness;
|
||||
if(drawElement(leftChild - 0x80000000, localUV, scale, elementColor, elementMetallicRoughness, debugBVH))
|
||||
if (drawElement(leftChild - 0x80000000, localUV, scale, elementColor, elementMetallicRoughness,
|
||||
debugBVH))
|
||||
{
|
||||
color = vec4(elementColor, zIndex);
|
||||
metallicRoughness = elementMetallicRoughness;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
index = bvhLength;
|
||||
|
@ -1272,5 +1383,4 @@ void main()
|
|||
imageStore(gBaseColor, pixelLocation, vec4(debugBVH, 1));
|
||||
imageStore(gMetallicRoughness, pixelLocation, vec4(0, 0.8, 0, 1));
|
||||
}
|
||||
|
||||
}
|
|
@ -62,15 +62,15 @@ QPainterPath PainterPathUtil::monotonization(QPainterPath& painterPath) {
|
|||
return resPath;
|
||||
}
|
||||
|
||||
std::pair<QPainterPath, float> PainterPathUtil::normalized(const QPainterPath& path)
|
||||
std::pair<QPainterPath, float> PainterPathUtil::normalized(const QPainterPath& path, float width)
|
||||
{
|
||||
auto rect = path.boundingRect();
|
||||
return { (QTransform::fromTranslate(-rect.center().x(), -rect.center().y()) * QTransform::fromScale(1 / (rect.width() / 1.999999), -1 / (rect.height() / 1.999999))).map(path),
|
||||
return { (QTransform::fromTranslate(-rect.center().x(), -rect.center().y()) * QTransform::fromScale(1 / (rect.width() / 1.999999), -1 / (rect.height() / 1.999999)) * QTransform::fromScale(1 / (1 + width),1 / (1 + width))).map(path),
|
||||
rect.width() / rect.height() };
|
||||
}
|
||||
|
||||
std::pair<std::vector<std::vector<Renderer::Point>>, float> PainterPathUtil::toNormalizedLines(const QPainterPath& path)
|
||||
std::pair<std::vector<std::vector<Renderer::Point>>, float> PainterPathUtil::toNormalizedLines(const QPainterPath& path, float width)
|
||||
{
|
||||
auto [p, ratio] = normalized(path);
|
||||
auto [p, ratio] = normalized(path, width);
|
||||
return { transformToLines(p), ratio };
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ class PainterPathUtil
|
|||
public:
|
||||
static std::vector<std::vector<Renderer::Point>> transformToLines(const QPainterPath& painterPath);
|
||||
static QPainterPath monotonization(QPainterPath& painterPath);
|
||||
static std::pair<QPainterPath, float> normalized(const QPainterPath& path);
|
||||
static std::pair<std::vector<std::vector<Renderer::Point>>, float> toNormalizedLines(const QPainterPath& path);
|
||||
static std::pair<QPainterPath, float> normalized(const QPainterPath& path, float width = 0);
|
||||
static std::pair<std::vector<std::vector<Renderer::Point>>, float> toNormalizedLines(const QPainterPath& path, float width = 0);
|
||||
};
|
||||
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "../Editor/util/PainterPathUtil.h"
|
||||
#include "../Editor/util/SvgFileLoader.h"
|
||||
#include <ThirdPartyLib/qquick/qquicksvgparser_p.h>
|
||||
#include "Painting/MaterialStyleStroke.h"
|
||||
|
||||
using namespace Renderer;
|
||||
using std::vector;
|
||||
|
@ -156,9 +157,8 @@ std::unique_ptr<Drawable> Model::processMesh(aiMesh* mesh, const aiScene* scene,
|
|||
|
||||
for (auto& v : vertices)
|
||||
{
|
||||
//qDebug() << v.TexCoords.x << v.TexCoords.y;
|
||||
v.TexCoords = (v.TexCoords - leftBottom) / (rightTop - leftBottom);
|
||||
qDebug() << v.TexCoords.x << v.TexCoords.y;
|
||||
//qDebug() << v.TexCoords.x << v.TexCoords.y;
|
||||
}
|
||||
|
||||
mesh->vertices = vertices;
|
||||
|
@ -271,6 +271,52 @@ GLuint Renderer::Model::loadPainting(std::string path)
|
|||
painting.addElement(*element[1], ElementTransform{ glm::vec2(-0.45, 0.45), glm::vec2(0.5,0.5) / 2.f, 0, glm::bvec2(false), 0 });
|
||||
painting.addElement(*element[2], ElementTransform{ glm::vec2(0.50,-0.45), glm::vec2(0.6,0.7) / 2.f, 0, glm::bvec2(false), 0 });
|
||||
}
|
||||
else if (path == "1.json")
|
||||
{
|
||||
float widths[] = { 0.43, 0.43 * 0.25 / 0.15, 0.13 * 0.25 / 0.15 };
|
||||
QPainterPath painterPaths[6];
|
||||
for (int i = 0; i < 6; i++)
|
||||
if (!SvgFileLoader().loadSvgFile(QString(std::format("../svg/{}.svg", i + 1).c_str()), painterPaths[i]))
|
||||
qCritical() << "load error";
|
||||
|
||||
vector<std::pair<std::shared_ptr<Contour>, float>> contours;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
auto [contour, ratio] = PainterPathUtil::toNormalizedLines(painterPaths[i], widths[i]);
|
||||
contours.emplace_back(std::make_shared<Contour>(contour), ratio);
|
||||
}
|
||||
class StyleStrokeRadialGradient : public Renderer::ElementStyle
|
||||
{
|
||||
public:
|
||||
float width;
|
||||
StrokeType type;
|
||||
StyleStrokeRadialGradient(float width, StrokeType type) :width(width), type(type) {};
|
||||
virtual std::vector<Renderer::BaseStyle> toBaseStyles() const override
|
||||
{
|
||||
std::map<float, Material> materialMap = {
|
||||
{0.09, Material{QColor(255,255,255),0,0.8}},
|
||||
{0.63, Material{QColor(165,176,207),0,0.8}},
|
||||
{1.00, Material{QColor(58,64,151),0,0.8}}
|
||||
};
|
||||
return { BaseStyle(std::make_shared<TransformStyle>(),
|
||||
std::make_shared<MaterialStyleStroke>(width, type, StrokeEndType::kFlat,
|
||||
std::make_shared<StrokeRadialGradient>(materialMap, false))) };
|
||||
}
|
||||
};
|
||||
vector<std::shared_ptr<ElementStyle>> style = {
|
||||
std::make_shared<StyleStrokeRadialGradient>(widths[0], StrokeType::kLeftSide),
|
||||
std::make_shared<StyleStrokeRadialGradient>(widths[1], StrokeType::kRightSide),
|
||||
std::make_shared<StyleStrokeRadialGradient>(widths[2], StrokeType::kLeftSide),
|
||||
};
|
||||
vector<std::shared_ptr<Element>> element = {
|
||||
std::make_shared<Element>(Element{ contours[0].first, style[0], contours[0].second}),
|
||||
std::make_shared<Element>(Element{ contours[1].first, style[1], contours[1].second}),
|
||||
std::make_shared<Element>(Element{ contours[2].first, style[2], contours[2].second}),
|
||||
};
|
||||
painting.addElement(*element[0], ElementTransform{ glm::vec2(-0.45,0.45), glm::vec2(0.25), 0, glm::bvec2(false), 0 });
|
||||
painting.addElement(*element[1], ElementTransform{ glm::vec2(-0.535,0.33), glm::vec2(0.15), 0, glm::bvec2(false), 0 });
|
||||
painting.addElement(*element[2], ElementTransform{ glm::vec2(-0.535,0.23), glm::vec2(0.15), 0, glm::bvec2(false), 0 });
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < 1000; i++)
|
||||
|
|
|
@ -104,7 +104,11 @@ std::unique_ptr<MaterialStyle> Renderer::MaterialStyleStroke::clone() const
|
|||
|
||||
bool Renderer::MaterialStyleStroke::operator==(const MaterialStyle& m) const
|
||||
{
|
||||
return type() == m.type() && *materialStroke == *static_cast<const MaterialStyleStroke&>(m).materialStroke;
|
||||
return type() == m.type()
|
||||
&& halfWidth == static_cast<const MaterialStyleStroke&>(m).halfWidth
|
||||
&& strokeType == static_cast<const MaterialStyleStroke&>(m).strokeType
|
||||
&& endType == static_cast<const MaterialStyleStroke&>(m).endType
|
||||
&& *materialStroke == *static_cast<const MaterialStyleStroke&>(m).materialStroke;
|
||||
}
|
||||
|
||||
float Renderer::MaterialStyleStroke::getHalfWidth() const
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace Renderer
|
|||
virtual std::unique_ptr<MaterialStyle> clone() const override;
|
||||
virtual bool operator==(const MaterialStyle&) const override;
|
||||
float getHalfWidth() const;
|
||||
//protected:
|
||||
|
||||
float halfWidth;
|
||||
StrokeType strokeType;
|
||||
StrokeEndType endType;
|
||||
|
|
|
@ -12,9 +12,11 @@ Renderer::RendererWidget::RendererWidget(QWidget* parent)
|
|||
auto openAction = new QAction(QStringLiteral("´ò¿ª"), menu);
|
||||
auto saveAction = new QAction(QStringLiteral("±£´æ"), menu);
|
||||
auto testAction = new QAction(QStringLiteral("²âÊÔ"), menu);
|
||||
auto test2Action = new QAction(QStringLiteral("²âÊÔ2"), menu);
|
||||
menu->addAction(openAction);
|
||||
menu->addAction(saveAction);
|
||||
menu->addAction(testAction);
|
||||
menu->addAction(test2Action);
|
||||
|
||||
ui.openButton->setHaloVisible(false);
|
||||
ui.openButton->setOverlayStyle(::Material::TintedOverlay);
|
||||
|
@ -47,7 +49,9 @@ Renderer::RendererWidget::RendererWidget(QWidget* parent)
|
|||
QObject::connect(testAction, &QAction::triggered, [&] {
|
||||
ui.openGLWidget->setModel("Models/Sponza/Sponza.gltf");
|
||||
});
|
||||
|
||||
QObject::connect(test2Action, &QAction::triggered, [&] {
|
||||
ui.openGLWidget->setModel("E:\\3D Objects\\Gate\\Gate.gltf");
|
||||
});
|
||||
ui.horizontalSlider->setValue(105);
|
||||
ui.horizontalSlider_2->setValue(80);
|
||||
ui.exposureSlider->setValue(60);
|
||||
|
|
|
@ -108,6 +108,27 @@ namespace UnitTest
|
|||
w.show();
|
||||
a.exec();
|
||||
}
|
||||
TEST_METHOD(TestRightSideFlat)
|
||||
{
|
||||
QApplication a(argc, argv);
|
||||
class StyleStrokeRadialGradient : public Renderer::ElementStyle
|
||||
{
|
||||
virtual std::vector<Renderer::BaseStyle> toBaseStyles() const override
|
||||
{
|
||||
std::map<float, Material> materialMap = {
|
||||
{0.20, Material{QColor(255,255,255)}},
|
||||
{0.60, Material{QColor(165,176,207)}},
|
||||
{1.00, Material{QColor(58,64,151)}}
|
||||
};
|
||||
return { BaseStyle(std::make_shared<TransformStyle>(),
|
||||
std::make_shared<MaterialStyleStroke>(200, StrokeType::kRightSide, StrokeEndType::kFlat,
|
||||
std::make_shared<StrokeRadialGradient>(materialMap, false))) };
|
||||
}
|
||||
} style;
|
||||
TestGLWidget w(style);
|
||||
w.show();
|
||||
a.exec();
|
||||
}
|
||||
};
|
||||
|
||||
TEST_CLASS(ElementRendererStokeMaterialTest)
|
||||
|
|
Loading…
Reference in New Issue