From: David Gow Date: Tue, 5 Aug 2014 14:54:25 +0000 (+0800) Subject: Fix beziers on GPU. X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=commitdiff_plain;h=b3c2d3472c3b3d77eae0f66731a32b852dce11f0 Fix beziers on GPU. We can now render an SVG correctly(ish)! Woah! --- diff --git a/src/bezier.cpp b/src/bezier.cpp index c71d0a9..f0e1f4d 100644 --- a/src/bezier.cpp +++ b/src/bezier.cpp @@ -34,7 +34,7 @@ int Factorial(int n) */ int BinomialCoeff(int n, int k) { - return Factorial(n) / Factorial(k) / Factorial(n-k); + return Factorial(n) / (Factorial(k) * Factorial(n-k)); } /** diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 76955a6..8b3b7e4 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -281,8 +281,8 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) { GPUBezierCoeffs coeffs = { Float(bez->x0), Float(bez->y0), - Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0), - Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0) + Float(bez->x1), Float(bez->y1), + Float(bez->x2), Float(bez->y2) }; builder.Add(coeffs); } diff --git a/src/shaders/bezier_texbuf_geom.glsl b/src/shaders/bezier_texbuf_geom.glsl index 56dddbe..bb9a219 100644 --- a/src/shaders/bezier_texbuf_geom.glsl +++ b/src/shaders/bezier_texbuf_geom.glsl @@ -19,9 +19,9 @@ void main() { int bezierid = texelFetch(bezier_id_buffer_texture, objectid[0]).r; vec2 boundssize = gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy; - vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*3).rg + gl_in[0].gl_Position.xy ; - vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*3+1).rg * boundssize + gl_in[0].gl_Position.xy; - vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*3+2).rg * boundssize + gl_in[0].gl_Position.xy; + vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*3).rg; + vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*3+1).rg; + vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*3+2).rg; vec2 boundspxsize = pixsize[0]; int blen = clamp(int(abs(boundspxsize.x)),2,100); float invblen = 1.0f/float(blen); @@ -32,7 +32,7 @@ void main() float bernstein0 = t*t; float bernstein1 = 2*t*oneminust; float bernstein2 = oneminust*oneminust; - gl_Position = vec4(coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2, 0.0, 1.0); + gl_Position = vec4((coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2) * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); EmitVertex(); }