Switched to fixed point in gles triangle rasterization, and fixed wrong offset curve check collapsing the internal control points
This commit is contained in:
parent
e0300e9e3c
commit
0796b2cbcd
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@ -41,7 +41,7 @@ int main()
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mp_window_bring_to_front(window);
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mp_window_focus(window);
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f32 dx = 17.000029, dy = 0;
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f32 dx = 0, dy = 0;
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while(!mp_should_quit())
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{
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@ -67,30 +67,27 @@ int main()
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case MP_EVENT_KEYBOARD_KEY:
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{
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printf("key %i: %s\n",
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event.key.code,
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event.key.action == MP_KEY_PRESS ? "press" : (event.key.action == MP_KEY_RELEASE ? "release" : "repeat"));
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if(event.key.action == MP_KEY_PRESS || event.key.action == MP_KEY_REPEAT)
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{
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if(event.key.code == MP_KEY_LEFT)
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{
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printf("left\n");
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dx-=0.1;
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dx-=1.1;
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}
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else if(event.key.code == MP_KEY_RIGHT)
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{
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printf("right\n");
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dx+=0.1;
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dx+=1.1;
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}
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else if(event.key.code == MP_KEY_UP)
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{
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printf("up\n");
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dy+=0.1;
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dy+=1.1;
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}
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else if(event.key.code == MP_KEY_DOWN)
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{
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printf("down\n");
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dy-=0.1;
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dy-=1.1;
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}
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}
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} break;
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@ -102,12 +99,10 @@ int main()
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mg_surface_prepare(surface);
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printf("dx = %f, dy = %f\n", dx, dy);
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// background
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mg_set_color_rgba(1, 0, 1, 1);
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mg_clear();
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/*
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// head
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mg_set_color_rgba(1, 1, 0, 1);
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mg_circle_fill(dx+400, dy+300, 200);
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@ -123,8 +118,6 @@ int main()
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// eyes
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mg_ellipse_fill(dx+330, dy+350, 30, 50);
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mg_ellipse_fill(dx+470, dy+350, 30, 50);
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*/
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mg_rectangle_fill((int)(dx + 200), 200, (int)(dy+300), (int)(dy+300));
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mg_flush();
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mg_surface_present(surface);
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@ -0,0 +1,9 @@
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https://fgiesen.wordpress.com/2013/02/08/triangle-rasterization-in-practice/
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https://github.com/rygorous/trirast/blob/master/main.cpp
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https://joshbeam.com/articles/triangle_rasterization/
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https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/
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https://web.archive.org/web/20120625103536/http://devmaster.net/forums/topic/1145-advanced-rasterization/
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@ -2,7 +2,7 @@
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*
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* file: gles_canvas_shaders.h
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* note: string literals auto-generated by embed_text.py
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* date: 01/022023
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* date: 02/022023
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*
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**********************************************************************/
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#ifndef __GLES_CANVAS_SHADERS_H__
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@ -36,32 +36,25 @@ const char* gles_canvas_fragment =
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"layout(location = 0) uniform int indexCount;\n"
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"layout(location = 0) out vec4 fragColor;\n"
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"\n"
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"bool is_top_left(vec2 a, vec2 b)\n"
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"bool is_top_left(ivec2 a, ivec2 b)\n"
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"{\n"
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" return( (a.y == b.y && b.x < a.x)\n"
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" ||(b.y < a.y));\n"
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"}\n"
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"\n"
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"float orient2d(vec2 a, vec2 b, vec2 c)\n"
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"int orient2d(ivec2 a, ivec2 b, ivec2 p)\n"
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"{\n"
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" //////////////////////////////////////////////////////////////////////////////////////////\n"
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" //TODO(martin): FIX this. This is a **horrible** quick hack to fix the precision issues\n"
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" // arising when a, b, and c are close. But it degrades when a, c, and c\n"
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" // are big. The proper solution is to change the expression to avoid\n"
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" // precision loss but I'm too busy/lazy to do it now.\n"
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" //////////////////////////////////////////////////////////////////////////////////////////\n"
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" a *= 10.;\n"
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" b *= 10.;\n"
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" c *= 10.;\n"
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" return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));\n"
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" return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" float subPixelFactor = 16.;\n"
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"\n"
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" vec4 pixelColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" vec4 currentColor = vec4(0., 0., 0., 1.0);\n"
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"\n"
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" vec2 samplePoint = gl_FragCoord.xy;\n"
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" ivec2 samplePoint = ivec2(gl_FragCoord.xy * subPixelFactor + vec2(0.5, 0.5));\n"
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"\n"
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" int currentZIndex = -1;\n"
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" int flipCount = 0;\n"
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@ -73,22 +66,22 @@ const char* gles_canvas_fragment =
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" uint i1 = indexBuffer.elements[i+1];\n"
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" uint i2 = indexBuffer.elements[i+2];\n"
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"\n"
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" vec2 p0 = vertexBuffer.elements[i0].pos;\n"
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" vec2 p1 = vertexBuffer.elements[i1].pos;\n"
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" vec2 p2 = vertexBuffer.elements[i2].pos;\n"
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" ivec2 p0 = ivec2(vertexBuffer.elements[i0].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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" ivec2 p1 = ivec2(vertexBuffer.elements[i1].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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" ivec2 p2 = ivec2(vertexBuffer.elements[i2].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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"\n"
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" int zIndex = vertexBuffer.elements[i0].zIndex;\n"
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" vec4 color = vertexBuffer.elements[i0].color;\n"
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"\n"
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" //NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge\n"
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" float cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;\n"
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" if(cw < 0.)\n"
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" int cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;\n"
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" if(cw < 0)\n"
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" {\n"
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" uint tmpIndex = i1;\n"
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" i1 = i2;\n"
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" i2 = tmpIndex;\n"
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"\n"
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" vec2 tmpPoint = p1;\n"
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" ivec2 tmpPoint = p1;\n"
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" p1 = p2;\n"
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" p2 = tmpPoint;\n"
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" }\n"
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@ -101,14 +94,13 @@ const char* gles_canvas_fragment =
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" int bias1 = is_top_left(p2, p0) ? 0 : -1;\n"
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" int bias2 = is_top_left(p0, p1) ? 0 : -1;\n"
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"\n"
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" float w0 = orient2d(p1, p2, samplePoint);\n"
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" float w1 = orient2d(p2, p0, samplePoint);\n"
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" float w2 = orient2d(p0, p1, samplePoint);\n"
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" int w0 = orient2d(p1, p2, samplePoint);\n"
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" int w1 = orient2d(p2, p0, samplePoint);\n"
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" int w2 = orient2d(p0, p1, samplePoint);\n"
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"\n"
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" if((int(w0)+bias0) >= 0 && (int(w1)+bias1) >= 0 && (int(w2)+bias2) >= 0)\n"
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" if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)\n"
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" {\n"
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" //TODO check cubic\n"
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" vec4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);\n"
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" vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));\n"
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"\n"
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" float eps = 0.0001;\n"
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" if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)\n"
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@ -23,32 +23,25 @@ layout(binding = 1) buffer indexBufferSSBO {
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layout(location = 0) uniform int indexCount;
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layout(location = 0) out vec4 fragColor;
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bool is_top_left(vec2 a, vec2 b)
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bool is_top_left(ivec2 a, ivec2 b)
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{
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return( (a.y == b.y && b.x < a.x)
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||(b.y < a.y));
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}
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float orient2d(vec2 a, vec2 b, vec2 c)
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int orient2d(ivec2 a, ivec2 b, ivec2 p)
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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//TODO(martin): FIX this. This is a **horrible** quick hack to fix the precision issues
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// arising when a, b, and c are close. But it degrades when a, c, and c
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// are big. The proper solution is to change the expression to avoid
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// precision loss but I'm too busy/lazy to do it now.
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//////////////////////////////////////////////////////////////////////////////////////////
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a *= 10.;
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b *= 10.;
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c *= 10.;
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));
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}
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void main()
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{
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float subPixelFactor = 16.;
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vec4 pixelColor = vec4(0.0, 1.0, 0.0, 1.0);
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vec4 currentColor = vec4(0., 0., 0., 1.0);
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vec2 samplePoint = gl_FragCoord.xy;
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ivec2 samplePoint = ivec2(gl_FragCoord.xy * subPixelFactor + vec2(0.5, 0.5));
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int currentZIndex = -1;
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int flipCount = 0;
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uint i1 = indexBuffer.elements[i+1];
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uint i2 = indexBuffer.elements[i+2];
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vec2 p0 = vertexBuffer.elements[i0].pos;
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vec2 p1 = vertexBuffer.elements[i1].pos;
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vec2 p2 = vertexBuffer.elements[i2].pos;
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ivec2 p0 = ivec2(vertexBuffer.elements[i0].pos * subPixelFactor + vec2(0.5, 0.5));
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ivec2 p1 = ivec2(vertexBuffer.elements[i1].pos * subPixelFactor + vec2(0.5, 0.5));
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ivec2 p2 = ivec2(vertexBuffer.elements[i2].pos * subPixelFactor + vec2(0.5, 0.5));
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int zIndex = vertexBuffer.elements[i0].zIndex;
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vec4 color = vertexBuffer.elements[i0].color;
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//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
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float cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;
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if(cw < 0.)
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int cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;
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if(cw < 0)
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{
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uint tmpIndex = i1;
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i1 = i2;
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i2 = tmpIndex;
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vec2 tmpPoint = p1;
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ivec2 tmpPoint = p1;
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p1 = p2;
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p2 = tmpPoint;
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}
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@ -88,14 +81,13 @@ void main()
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int bias1 = is_top_left(p2, p0) ? 0 : -1;
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int bias2 = is_top_left(p0, p1) ? 0 : -1;
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float w0 = orient2d(p1, p2, samplePoint);
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float w1 = orient2d(p2, p0, samplePoint);
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float w2 = orient2d(p0, p1, samplePoint);
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int w0 = orient2d(p1, p2, samplePoint);
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int w1 = orient2d(p2, p0, samplePoint);
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int w2 = orient2d(p0, p1, samplePoint);
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if((int(w0)+bias0) >= 0 && (int(w1)+bias1) >= 0 && (int(w2)+bias2) >= 0)
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if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
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{
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//TODO check cubic
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vec4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
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vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));
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float eps = 0.0001;
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if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
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@ -1154,7 +1154,7 @@ void mg_offset_hull(int count, vec2* p, vec2* result, f32 offset)
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{
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//////////////////////////////////////////////////////////////////////////////////////
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//WARN: quick fix for coincident middle control points
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if(count == 4 && (p[1].x - p[2].x < 0.01) && (p[1].y - p[2].y < 0.01))
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if(count == 4 && (fabs(p[1].x - p[2].x) < 0.01) && (fabs(p[1].y - p[2].y) < 0.01))
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{
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vec2 hull3[3] = {p[0], p[1], p[3]};
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vec2 result3[3];
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@ -1284,6 +1284,7 @@ void mg_render_stroke_quadratic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, m
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//
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// we compute the maximum overshoot outside these bounds and split the curve at the corresponding parameter
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//TODO: maybe refactor by using tolerance in the _check_, not in the computation of the overshoot
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f32 tolerance = minimum(attributes->tolerance, 0.5 * attributes->width);
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f32 d2LowBound = Square(0.5 * attributes->width - attributes->tolerance);
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f32 d2HighBound = Square(0.5 * attributes->width + attributes->tolerance);
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@ -1316,7 +1317,6 @@ void mg_render_stroke_quadratic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, m
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if(maxOvershoot > 0)
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{
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//TODO(martin): split at maxErrorParameter and recurse
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vec2 splitLeft[3];
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vec2 splitRight[3];
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mg_quadratic_split(p, maxOvershootParameter, splitLeft, splitRight);
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@ -1442,6 +1442,7 @@ void mg_render_stroke_cubic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, mg_at
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//
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// we compute the maximum overshoot outside these bounds and split the curve at the corresponding parameter
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//TODO: maybe refactor by using tolerance in the _check_, not in the computation of the overshoot
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f32 tolerance = minimum(attributes->tolerance, 0.5 * attributes->width);
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f32 d2LowBound = Square(0.5 * attributes->width - attributes->tolerance);
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f32 d2HighBound = Square(0.5 * attributes->width + attributes->tolerance);
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@ -1474,17 +1475,17 @@ void mg_render_stroke_cubic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, mg_at
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if(maxOvershoot > 0)
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{
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//TODO(martin): split at maxErrorParameter and recurse
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vec2 splitLeft[4];
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vec2 splitRight[4];
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mg_cubic_split(p, maxOvershootParameter, splitLeft, splitRight);
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mg_render_stroke_cubic(canvas, splitLeft, zIndex, attributes);
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mg_render_stroke_cubic(canvas, splitRight, zIndex, attributes);
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//TODO: render joint between the split curves
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}
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else
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{
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//NOTE(martin): push the actual fill commands for the offset contour
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u32 zIndex = mg_get_next_z_index(canvas);
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mg_render_fill_cubic(canvas, positiveOffsetHull, zIndex, attributes->color);
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18
todo.txt
18
todo.txt
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@ -14,9 +14,21 @@
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[ ] Cleanup graphics backend compile-time/runtime selection
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[ ] Cleanup graphics resource handles
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[>>] OpenGL surface on OSX
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[>>] Port vector graphics to OpenGL on OSX
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[>] Check OpenGL vector graphics on win32
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[.] GLES 3.0 surface on OSX
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[x] GLES 3.1 surface on Win32
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[.] GLES vector graphics on win32
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[x] Fix triangle rasterization precision issues
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-> we do not want to snap vertex coordinates to integers though, but use fixed point with 4 or 8 bits of subpixel precision
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-> convert verts pos to fixed point
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-> do orient2d in fixed point
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[!] Check precision/possible overflow when using barycentric coords
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[>>] Investigate cubics flipping when curves are disabled
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[>>] Investigate bad curve splitting on the right?
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[ ] Multi-sampling
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[>] Avoid first useless (degenerate) triangle on every path
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[ ] Implement surfaces with child windows on win32
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[/] Maybe implement compositing directly in d3d and opengl compat extension...
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