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@@ -16,6 +16,18 @@ To build, run `make`. You need the following dependencies on your system: |
| 16 | 16 |
- [GLEW][] |
| 17 | 17 |
- [GLFW][] |
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+The code prioritizes conciseness and takes a number of shortcuts: |
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+ |
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+- We don't actually generate the SDFs and winding numbers from contours, we |
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+ just hard code simple circle SDFs with given winding numbers. |
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+- We don't always take care to explicitly bind OpenGL state at the point of |
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+ use if we happen to know that the currently bound thing is correct or |
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+ harmless, which we often do for this simple program. |
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+- We abuse the blend mode to add winding numbers, to avoid juggling multiple |
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+ textures. If you're using clever geometry tricks to generate the SDFs this |
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+ might be a problem. You might be able to use some overdraw reducing |
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+ technique, like a depth pre-pass, to mitigate that. |
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+ |
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| 19 | 31 |
[`sdf-winding`]: https://git.rcrnstn.net/rcrnstn/sdf-winding |
| 20 | 32 |
[glyph]: https://en.wikipedia.org/wiki/Glyph |
| 21 | 33 |
[winding number]: https://en.wikipedia.org/wiki/Winding_number |
| ... | ... |
@@ -3,8 +3,8 @@ |
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#include <GL/glew.h> |
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#include <GLFW/glfw3.h> |
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-constexpr auto width = 640; |
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-constexpr auto height = 480; |
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+constexpr auto width = 419; |
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+constexpr auto height = 293; |
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| 8 | 8 |
constexpr auto title = "sdf-winding"; |
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| 10 | 10 |
static void APIENTRY debug_message_callback( |
| ... | ... |
@@ -63,27 +63,118 @@ int main() |
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glLinkProgram(program); |
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return program; |
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}; |
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- auto tex_coord_program = make_program(R"( |
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+ auto circle_program = make_program(R"( |
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#version 140 |
| 68 | 68 |
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+ uniform float smoothing; |
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+ uniform vec2 center; |
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+ uniform float radius; |
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+ uniform int winding; |
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+ |
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+ out float windings; |
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+ |
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+ void main() |
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+ {
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+ vec2 pos = gl_FragCoord.xy; |
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+ float sdf = length(pos - center) - radius; |
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+ windings = winding * smoothstep( |
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+ -smoothing/2, |
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+ +smoothing/2, |
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+ -sdf |
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+ ); |
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+ } |
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+ )"); |
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+ auto resolve_program = make_program(R"( |
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+ #version 140 |
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+ |
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+ uniform int view; |
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+ uniform sampler2D windings; |
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+ |
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| 69 | 93 |
in vec2 tex_coord; |
| 70 | 94 |
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| 71 | 95 |
void main() |
| 72 | 96 |
{
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- gl_FragColor = vec4(tex_coord, 0, 1); |
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+ float winding = texture(windings, tex_coord).r; |
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+ switch (view) |
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+ {
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+ case 0: gl_FragColor = vec4(0.5 + 0.25 * winding); break; |
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+ case 1: gl_FragColor = vec4(abs(winding)); break; |
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+ } |
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} |
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)"); |
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+ /// Texture |
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+ GLuint windings; |
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+ glGenTextures(1, &windings); |
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+ glBindTexture(GL_TEXTURE_2D, windings); |
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
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+ glTexImage2D( |
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+ GL_TEXTURE_2D, 0, |
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+ GL_R32F, |
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+ width, height, 0, |
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+ GL_RED, GL_FLOAT, nullptr |
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+ ); |
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+ |
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+ /// Framebuffer |
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+ GLuint framebuffer; |
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+ glGenFramebuffers(1, &framebuffer); |
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+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
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+ glFramebufferTexture( |
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+ GL_FRAMEBUFFER, |
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+ GL_COLOR_ATTACHMENT0, |
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+ windings, |
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+ 0 |
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+ ); |
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+ |
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/// Draw loop |
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+ float smoothing = 10; |
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+ int view = 0; |
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+ struct Circle |
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+ {
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+ float center[2]; |
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+ float radius; |
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+ int winding; |
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+ }; |
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+ glEnable(GL_BLEND); |
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+ glBlendFunc(GL_ONE, GL_ONE); |
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+ glBlendEquation(GL_FUNC_ADD); |
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| 78 | 141 |
while (glfwPollEvents(), !glfwWindowShouldClose(window)) |
| 79 | 142 |
{
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| 80 | 143 |
//// Input |
| 81 | 144 |
if (glfwGetKey(window, GLFW_KEY_Q)) |
| 82 | 145 |
glfwSetWindowShouldClose(window, GLFW_TRUE); |
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+ if (glfwGetKey(window, GLFW_KEY_J)) |
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+ smoothing += 1; |
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+ if (glfwGetKey(window, GLFW_KEY_K)) |
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+ smoothing -= smoothing < 1 ? smoothing : 1; |
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+ if (glfwGetKey(window, GLFW_KEY_H)) |
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+ view = 0; |
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+ if (glfwGetKey(window, GLFW_KEY_L)) |
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+ view = 1; |
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+ |
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+ //// Generate smoothed windings |
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+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
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+ glClear(GL_COLOR_BUFFER_BIT); |
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+ glUseProgram(circle_program); |
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+ for (auto const & circle : {
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+ Circle{{(249+ 69)/2.0+0.5, height-1-(251+ 71)/2.0+0.5}, (251- 71)/2.0, +1},
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+ Circle{{(192+133)/2.0+0.5, height-1-(241+182)/2.0+0.5}, (241-182)/2.0, +1},
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+ Circle{{(138+ 79)/2.0+0.5, height-1-(199+140)/2.0+0.5}, (199-140)/2.0, -1},
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+ Circle{{(274+173)/2.0+0.5, height-1-(134+ 33)/2.0+0.5}, (134- 33)/2.0, -1},
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+ }) |
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+ {
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+ glUniform1fv(glGetUniformLocation(circle_program, "smoothing"), 1, &smoothing); |
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+ glUniform2fv(glGetUniformLocation(circle_program, "center"), 1, circle.center); |
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+ glUniform1fv(glGetUniformLocation(circle_program, "radius"), 1, &circle.radius); |
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+ glUniform1iv(glGetUniformLocation(circle_program, "winding"), 1, &circle.winding); |
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+ glDrawArrays(GL_TRIANGLES, 0, 3); |
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+ } |
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| 83 | 172 |
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- //// Draw |
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+ //// Resolve |
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+ glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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glClear(GL_COLOR_BUFFER_BIT); |
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- glUseProgram(tex_coord_program); |
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+ glUseProgram(resolve_program); |
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+ glUniform1iv(glGetUniformLocation(resolve_program, "view"), 1, &view); |
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| 87 | 178 |
glDrawArrays(GL_TRIANGLES, 0, 3); |
| 88 | 179 |
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| 89 | 180 |
//// Swap |