From: David Gow Date: Thu, 4 Sep 2014 08:38:28 +0000 (+0800) Subject: // there is no elegance here. only sleep deprivation and regret. X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=commitdiff_plain;h=0361b11485ec41d2c2ddeb279abf846f777f5363;hp=e7066887c0d142ddef87ec9ae07ef08ff31573dc // there is no elegance here. only sleep deprivation and regret. Basically, clipping Béziers now actually works, because De Casteljau is no longer totally back to front. (In fact, I think I just made it more back to front, which cancelled the original out?) Also disabled zoom out in the quadtree and some dodgy disabled debug in the bezier shader. --- diff --git a/src/bezier.cpp b/src/bezier.cpp index 9d24672..99611dc 100644 --- a/src/bezier.cpp +++ b/src/bezier.cpp @@ -97,23 +97,6 @@ vector SolveCubic(const Real & a, const Real & b, const Real & c, const Re tu = max; CubicSolveSegment(roots, a, b, c, d, tl, tu,delta); return roots; - /* - Real maxi(100); - Real prevRes(d); - for(int i = 0; i <= 100; ++i) - { - Real x(i); - x /= maxi; - Real y = a*(x*x*x) + b*(x*x) + c*x + d; - if (((y < Real(0)) && (prevRes > Real(0))) || ((y > Real(0)) && (prevRes < Real(0)))) - { - //Debug("Found root of %fx^3 + %fx^2 + %fx + %f at %f (%f)", a, b, c, d, x, y); - roots.push_back(x); - } - prevRes = y; - } - return roots; - */ } /** diff --git a/src/bezier.h b/src/bezier.h index 5a773a7..52a5264 100644 --- a/src/bezier.h +++ b/src/bezier.h @@ -15,7 +15,7 @@ namespace IPDF extern std::vector SolveQuadratic(const Real & a, const Real & b, const Real & c, const Real & min = 0, const Real & max = 1); - extern std::vector SolveCubic(const Real & a, const Real & b, const Real & c, const Real & d, const Real & min = 0, const Real & max = 1, const Real & delta = 1e-4); + extern std::vector SolveCubic(const Real & a, const Real & b, const Real & c, const Real & d, const Real & min = 0, const Real & max = 1, const Real & delta = 1e-9); /** A _cubic_ bezier. **/ struct Bezier @@ -179,56 +179,56 @@ namespace IPDF } // Performs one round of De Casteljau subdivision and returns the [t,1] part. - Bezier DeCasteljauSubdivideRight(const Real& t) + Bezier DeCasteljauSubdivideLeft(const Real& t) { Real one_minus_t = Real(1) - t; // X Coordinates - Real x01 = x0*t + x1*one_minus_t; - Real x12 = x1*t + x2*one_minus_t; - Real x23 = x2*t + x3*one_minus_t; + Real x01 = x1*t + x0*one_minus_t; + Real x12 = x2*t + x1*one_minus_t; + Real x23 = x3*t + x2*one_minus_t; - Real x012 = x01*t + x12*one_minus_t; - Real x123 = x12*t + x23*one_minus_t; + Real x012 = x12*t + x01*one_minus_t; + Real x123 = x23*t + x12*one_minus_t; - Real x0123 = x012*t + x123*one_minus_t; + Real x0123 = x123*t + x012*one_minus_t; // Y Coordinates - Real y01 = y0*t + y1*one_minus_t; - Real y12 = y1*t + y2*one_minus_t; - Real y23 = y2*t + y3*one_minus_t; + Real y01 = y1*t + y0*one_minus_t; + Real y12 = y2*t + y1*one_minus_t; + Real y23 = y3*t + y2*one_minus_t; - Real y012 = y01*t + y12*one_minus_t; - Real y123 = y12*t + y23*one_minus_t; + Real y012 = y12*t + y01*one_minus_t; + Real y123 = y23*t + y12*one_minus_t; - Real y0123 = y012*t + y123*one_minus_t; + Real y0123 = y123*t + y012*one_minus_t; return Bezier(x0, y0, x01, y01, x012, y012, x0123, y0123); } - // Performs one round of De Casteljau subdivision and returns the [0,t] part. - Bezier DeCasteljauSubdivideLeft(const Real& t) + // Performs one round of De Casteljau subdivision and returns the [t,1] part. + Bezier DeCasteljauSubdivideRight(const Real& t) { Real one_minus_t = Real(1) - t; // X Coordinates - Real x01 = x0*t + x1*one_minus_t; - Real x12 = x1*t + x2*one_minus_t; - Real x23 = x2*t + x3*one_minus_t; + Real x01 = x1*t + x0*one_minus_t; + Real x12 = x2*t + x1*one_minus_t; + Real x23 = x3*t + x2*one_minus_t; - Real x012 = x01*t + x12*one_minus_t; - Real x123 = x12*t + x23*one_minus_t; + Real x012 = x12*t + x01*one_minus_t; + Real x123 = x23*t + x12*one_minus_t; - Real x0123 = x012*t + x123*one_minus_t; + Real x0123 = x123*t + x012*one_minus_t; // Y Coordinates - Real y01 = y0*t + y1*one_minus_t; - Real y12 = y1*t + y2*one_minus_t; - Real y23 = y2*t + y3*one_minus_t; + Real y01 = y1*t + y0*one_minus_t; + Real y12 = y2*t + y1*one_minus_t; + Real y23 = y3*t + y2*one_minus_t; - Real y012 = y01*t + y12*one_minus_t; - Real y123 = y12*t + y23*one_minus_t; + Real y012 = y12*t + y01*one_minus_t; + Real y123 = y23*t + y12*one_minus_t; - Real y0123 = y012*t + y123*one_minus_t; + Real y0123 = y123*t + y012*one_minus_t; return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3); } @@ -253,35 +253,19 @@ namespace IPDF // Find points of intersection with the rectangle. Debug("Clipping Bezier to Rect %s", r.Str().c_str()); - // Convert bezier coefficients -> cubic coefficients - Real xd = x0 - r.x; - Real xc = Real(3)*(x1 - x0); - Real xb = Real(3)*(x2 - x1) - xc; - Real xa = x3 - x0 - xc - xb; // Find its roots. - std::vector x_intersection = SolveCubic(xa, xb, xc, xd); + std::vector x_intersection = SolveXParam(r.x); // And for the other side. - xd = x0 - r.x - r.w; - std::vector x_intersection_pt2 = SolveCubic(xa, xb, xc, xd); + std::vector x_intersection_pt2 = SolveXParam(r.x + r.w); x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end()); - // Similarly for y-coordinates. - // Convert bezier coefficients -> cubic coefficients - Real yd = y0 - r.y; - Real yc = Real(3)*(y1 - y0); - Real yb = Real(3)*(y2 - y1) - yc; - Real ya = y3 - y0 - yc - yb; - // Find its roots. - std::vector y_intersection = SolveCubic(ya, yb, yc, yd); + std::vector y_intersection = SolveYParam(r.y); - // And for the other side. - yd = y0 - r.y - r.h; - - std::vector y_intersection_pt2 = SolveCubic(ya, yb, yc, yd); + std::vector y_intersection_pt2 = SolveYParam(r.y+r.h); y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end()); // Merge and sort. @@ -291,6 +275,12 @@ namespace IPDF std::sort(x_intersection.begin(), x_intersection.end()); Debug("Found %d intersections.\n", x_intersection.size()); + for(auto t : x_intersection) + { + Real ptx, pty; + Evaluate(ptx, pty, t); + Debug("Root: t = %f, (%f,%f)", t, ptx, pty); + } std::vector all_beziers; if (x_intersection.size() <= 2) @@ -306,7 +296,7 @@ namespace IPDF Debug(" -- t0: %f to t1: %f", t0, t1); Real ptx, pty; Evaluate(ptx, pty, ((t1 + t0) / Real(2))); - if (true || r.PointIn(ptx, pty)) + if (r.PointIn(ptx, pty)) { all_beziers.push_back(this->ReParametrise(t0, t1)); } diff --git a/src/rect.h b/src/rect.h index 1373c6f..46aa5fb 100644 --- a/src/rect.h +++ b/src/rect.h @@ -15,7 +15,7 @@ namespace IPDF { std::stringstream s; // float conversion needed because it is fucking impossible to get ostreams working with template classes - s << "{" << Float(x) << ", " << Float(y) << ", " << Float(w) << ", " << Float(h) << "}"; + s << "{" << Float(x) << ", " << Float(y) << ", " << Float(x + w) << ", " << Float(y + h) << " (w: " << Float(w) <<", h: " << Float(h) <<")}"; return s.str(); } inline bool PointIn(Real pt_x, Real pt_y) const diff --git a/src/shaders/bezier_texbuf_geom.glsl b/src/shaders/bezier_texbuf_geom.glsl index 281627d..13812ef 100644 --- a/src/shaders/bezier_texbuf_geom.glsl +++ b/src/shaders/bezier_texbuf_geom.glsl @@ -4,7 +4,7 @@ uniform samplerBuffer bezier_buffer_texture; uniform isamplerBuffer bezier_id_buffer_texture; layout(lines) in; -layout(line_strip, max_vertices = 101) out; +layout(line_strip, max_vertices = 105) out; in int objectid[]; in vec2 pixsize[]; @@ -40,5 +40,14 @@ void main() } EndPrimitive(); +/* gl_Position = vec4(coeff0 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + gl_Position = vec4(coeff1 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + gl_Position = vec4(coeff2 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + gl_Position = vec4(coeff3 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); + EmitVertex(); + EndPrimitive();*/ } diff --git a/src/view.cpp b/src/view.cpp index 94064ad..925fa47 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -173,7 +173,7 @@ void View::Render(int width, int height) #ifndef QUADTREE_DISABLED if (m_bounds_dirty) { - if (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0) + if (false && (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0)) { //TODO: Generate a new parent node. if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)