examples/gkurve: border rendering, non-linear field

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-05-20 12:26:43 -07:00
parent 58709070dd
commit eae2a090c6
3 changed files with 34 additions and 15 deletions

View file

@ -6,7 +6,7 @@ struct FragUniform {
@stage(fragment) fn main( @stage(fragment) fn main(
@location(0) uv: vec2<f32>, @location(0) uv: vec2<f32>,
@location(1) bary: vec3<f32>, @interpolate(linear) @location(1) bary: vec3<f32>,
@interpolate(flat) @location(2) triangle_index: u32, @interpolate(flat) @location(2) triangle_index: u32,
) -> @location(0) vec4<f32> { ) -> @location(0) vec4<f32> {
// Example 1: Visualize barycentric coordinates: // Example 1: Visualize barycentric coordinates:
@ -15,7 +15,7 @@ struct FragUniform {
// return vec4<f32>(0.0, bary.y, 0.0, 1.0); // bottom-right of triangle // return vec4<f32>(0.0, bary.y, 0.0, 1.0); // bottom-right of triangle
// return vec4<f32>(0.0, bary.z, 0.0, 1.0); // top of triangle // return vec4<f32>(0.0, bary.z, 0.0, 1.0); // top of triangle
// Example 2: Render gkurves // Example 2: Render gkurve primitives
var inversion = -1.0; var inversion = -1.0;
if(ubos[triangle_index].type_ == 1u) { if(ubos[triangle_index].type_ == 1u) {
// Solid triangle // Solid triangle
@ -24,13 +24,31 @@ struct FragUniform {
// Concave (inverted quadratic bezier curve) // Concave (inverted quadratic bezier curve)
inversion = -1.0; inversion = -1.0;
} else { } else {
// Convex (inverted quadratic bezier curve) // Convex (quadratic bezier curve)
inversion = 1.0; inversion = 1.0;
} }
var dist = (-(pow(bary.z, 4.0) - bary.y * bary.x)) * inversion; // Gradients
if (dist < 0.0) { let px = dpdx(bary.xy);
discard; let py = dpdy(bary.xy);
}
// Chain rule
let fx = (2.0 * bary.x) * px.x - px.y;
let fy = (2.0 * bary.x) * py.x - py.y;
// Signed distance
var dist = (bary.x * bary.x - bary.y) / sqrt(fx * fx + fy * fy);
// var dist = bary.z*bary.z - bary.y;
dist *= inversion;
dist /= 128.0;
dist /= 1.75;
// Border rendering.
if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
// Fill color
if (dist < 0.0) { discard; }
return vec4<f32>(0.0, 1.0, 0.0, 1.0); return vec4<f32>(0.0, 1.0, 0.0, 1.0);
} }

View file

@ -125,9 +125,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0, 0 } }, .{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 1, 0 } }, .{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 1, 0 } },
.{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE / 2, fb_height / 2 + TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0.5, 1 } }, .{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE / 2, (fb_height / 2 - TRIANGLE_HEIGHT / 2) + TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0.5, 1 } },
.{ .pos = .{ fb_width / 2, fb_height / 2, 0, 1 }, .uv = .{ 0, 0 } }, .{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT / 2, 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE, fb_height / 2 + 0, 0, 1 }, .uv = .{ 1, 0 } }, .{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT / 2, 0, 1 }, .uv = .{ 1, 0 } },
}; };
app.vertices_len = vertices.len; app.vertices_len = vertices.len;
@ -223,7 +223,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
{ {
// Using a view allows us to move the camera without having to change the actual // Using a view allows us to move the camera without having to change the actual
// global poitions of each vertex // global positions of each vertex
const view = zm.lookAtRh( const view = zm.lookAtRh(
zm.f32x4(0, 0, 1, 1), zm.f32x4(0, 0, 1, 1),
zm.f32x4(0, 0, 0, 1), zm.f32x4(0, 0, 0, 1),
@ -236,6 +236,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
100, 100,
); );
const mvp = zm.mul(zm.mul(view, proj), zm.translation(-1, -1, 0)); const mvp = zm.mul(zm.mul(view, proj), zm.translation(-1, -1, 0));
const ubos = VertexUniform{ const ubos = VertexUniform{
.mat = mvp, .mat = mvp,

View file

@ -6,7 +6,7 @@ struct VertexUniform {
struct VertexOut { struct VertexOut {
@builtin(position) position_clip: vec4<f32>, @builtin(position) position_clip: vec4<f32>,
@location(0) frag_uv: vec2<f32>, @location(0) frag_uv: vec2<f32>,
@location(1) frag_bary: vec3<f32>, @interpolate(linear) @location(1) frag_bary: vec3<f32>,
@interpolate(flat) @location(2) triangle_index: u32, @interpolate(flat) @location(2) triangle_index: u32,
} }
@ -19,9 +19,9 @@ struct VertexOut {
output.position_clip = ubo.matrix * position; output.position_clip = ubo.matrix * position;
output.frag_uv = uv; output.frag_uv = uv;
output.frag_bary = vec3<f32>( output.frag_bary = vec3<f32>(
f32(vertex_index % 3u == 1u), f32(((vertex_index+2u) % 3u * 2u) % 3u),
f32(vertex_index % 3u == 2u), f32(((vertex_index+2u) % 3u * 2u) & 2u) * 2.0,
f32(vertex_index % 3u == 0u), 0.0,
); );
output.triangle_index = vertex_index / 3u; output.triangle_index = vertex_index / 3u;
return output; return output;