Mon, 20 Jun 2022 22:54:13 +0300
improve text rendering
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Add base code for circular primitives
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1 | #pragma once |
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2 | #include <glm/gtc/matrix_transform.hpp> |
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3 | #include "basics.h" |
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4 | #include "model.h" |
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5 | #include "ldrawalgorithm.h" |
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6 | |
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7 | template<typename Fn> |
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8 | void rasterize(const CircularPrimitive& circ, Fn&& fn) |
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9 | { |
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10 | std::vector<ModelElement> result; |
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11 | const auto xform = [&circ](const glm::vec2& p, float y){ |
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12 | return glm::vec3{circ.transformation * glm::vec4{p.x, y, p.y, 1}}; |
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13 | }; |
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14 | const glm::vec3 origin = xform({0, 0}, 0); |
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15 | switch(circ.type) { |
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16 | case CircularPrimitive::Circle: |
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17 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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18 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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19 | fn(edge(xform(p1, 0), xform(p2, 0))); |
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20 | }); |
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21 | break; |
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22 | case CircularPrimitive::Disc: |
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23 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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24 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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25 | fn(triangle(origin, xform(p1, 0), xform(p2, 0))); |
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26 | }); |
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27 | break; |
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28 | case CircularPrimitive::Cylinder: |
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29 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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30 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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31 | fn(quadrilateral(xform(p1, 1), xform(p2, 1), xform(p2, 0), xform(p1, 0))); |
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32 | }); |
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33 | break; |
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34 | case CircularPrimitive::CylinderOpen: |
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35 | rasterize(CircularPrimitive{ |
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36 | .type = CircularPrimitive::Cylinder, |
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37 | .fraction = circ.fraction, |
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38 | .transformation = circ.transformation, |
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39 | }, fn); |
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40 | rasterize(CircularPrimitive{ |
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41 | .type = CircularPrimitive::Circle, |
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42 | .fraction = circ.fraction, |
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43 | .transformation = circ.transformation, |
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44 | }, fn); |
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45 | rasterize(CircularPrimitive{ |
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46 | .type = CircularPrimitive::Circle, |
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47 | .fraction = circ.fraction, |
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48 | .transformation = glm::translate(circ.transformation, {0, 1, 0}), |
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49 | }, fn); |
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50 | break; |
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51 | case CircularPrimitive::CylinderClosed: |
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52 | rasterize(CircularPrimitive{ |
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53 | .type = CircularPrimitive::CylinderOpen, |
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54 | .fraction = circ.fraction, |
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55 | .transformation = circ.transformation, |
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56 | }, fn); |
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57 | rasterize(CircularPrimitive{ |
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58 | .type = CircularPrimitive::Disc, |
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59 | .fraction = circ.fraction, |
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60 | .transformation = circ.transformation, |
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61 | }, fn); |
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62 | break; |
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63 | case CircularPrimitive::DiscNegative: |
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64 | { |
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65 | unsigned int i = 0; |
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66 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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67 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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68 | constexpr glm::vec2 corners[4] = { |
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69 | {+1, +1}, |
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70 | {-1, +1}, |
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71 | {-1, -1}, |
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72 | {+1, -1}, |
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73 | }; |
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74 | const glm::vec2& corner = corners[i * 4 / circ.fraction.divisions]; |
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75 | fn(triangle(xform(p2, 0), xform(p1, 0), xform(corner, 0))); |
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76 | ++i; |
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77 | }); |
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78 | } |
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79 | break; |
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80 | case CircularPrimitive::Chord: |
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81 | for (unsigned int i = 1; i < circ.fraction.segments; ++i) { |
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82 | const glm::vec2& p1 = ldraw::rimpoint(circ.fraction.divisions, i); |
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83 | const glm::vec2& p2 = ldraw::rimpoint(circ.fraction.divisions, i + 1); |
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84 | fn(triangle(xform(p2, 0), xform(p1, 0), xform({1, 0}, 0))); |
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85 | } |
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86 | break; |
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87 | } |
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88 | } |