integral based circle anti-aliasing test

main
Allen Webster 2023-04-28 15:38:37 -07:00
parent 776dfe46d2
commit 3f9f643159
1 changed files with 427 additions and 0 deletions

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@ -1,4 +1,5 @@
#include <Windows.h>
#include <math.h>
////////////////////////////////
//- Experiment Configuration
@ -47,6 +48,8 @@ typedef double F64;
#define PtrOffsetOf(T,m) (void*)(&Member(T,m))
#define OffsetOf(T,m) U64FromPtr(&Member(T,m))
#define Clamp(a,x,b) (((x)<(a))?(a):((b)<(x))?(b):(x))
#define allocate_array(T,c) (T*)(malloc(sizeof(T)*(c)))
@ -91,6 +94,248 @@ static void opengl_draw_texture_geometry(Vertex *v, U64 count, U32 texture);
static void opengl_draw_rect_geometry(Vertex *v, U64 count);
////////////////////////////////
//- Circle Generator
static F32
integral_indef(F32 r, F32 x){
Assert(fabs(x) <= fabs(r));
F32 t = asinf(x/r);
F32 result = r*r*0.5f*(t + 0.5f*sinf(2*t));
return(result);
}
static F32
integral_def(F32 r, F32 min_x, F32 max_x){
F32 max_v = integral_indef(r, max_x);
F32 min_v = integral_indef(r, min_x);
F32 result = max_v - min_v;
return(result);
}
static B32
approx_equal(F32 a, F32 b){
B32 result = (a - 0.0078125 <= b && b <= a + 0.0078125);
return(result);
}
static void
sanity_test_integrals(void){
{
F32 a = integral_def(1.f, -1.f, 1.f);
Assert(approx_equal(a, 3.141593f*0.5f));
}
{
F32 a = integral_def(2.f, -2.f, 2.f);
Assert(approx_equal(a, 3.141593f*2.f));
}
{
F32 a = integral_def(2.f, 0.f, 2.f);
Assert(approx_equal(a, 3.141593f));
}
{
F32 a0 = integral_def(3.f, 0.f, 1.f);
F32 a1 = integral_def(3.f, 1.f, 2.f);
F32 a2 = integral_def(3.f, 2.f, 3.f);
Assert(approx_equal(a0 + a1 + a2, 3.141593f*9.f/4.f));
}
}
static F32
intersection_area(F32 cir_r, F32 unit_box_x0, F32 unit_box_y0){
F32 rr = cir_r*cir_r;
F32 rel_y0 = unit_box_y0;
F32 rel_y1 = unit_box_y0 + 1.f;
F32 rel_x0 = unit_box_x0;
F32 rel_x1 = unit_box_x0 + 1.f;
F32 y0y0 = rel_y0*rel_y0;
F32 y1y1 = rel_y1*rel_y1;
F32 x0x0 = rel_x0*rel_x0;
F32 x1x1 = rel_x1*rel_x1;
// check each corner for hitting the circle
B32 corner_bl = ((y0y0 + x0x0) <= rr);
B32 corner_tl = ((y1y1 + x0x0) <= rr);
B32 corner_br = ((y0y0 + x1x1) <= rr);
B32 corner_tr = ((y1y1 + x1x1) <= rr);
// calculate area
F32 a = 0.f;
#define COMB(a,b,c,d) ((a)|((b)<<1)|((c)<<2)|((d)<<3))
switch (COMB(corner_bl, corner_tl, corner_br, corner_tr)){
// full miss
case 0x0: a = 0.f; break;
// full hit
case 0xF: a = 1.f; break;
// 1 corner hit
case COMB(1,0,0,0): case COMB(0,1,0,0):
case COMB(0,0,1,0): case COMB(0,0,0,1):
{
F32 intersection_y = 0.f;
if (corner_bl || corner_br){
intersection_y = rel_y0;
}
else{
intersection_y = rel_y1;
}
F32 intersection_x = sqrtf(rr - intersection_y*intersection_y);
if (intersection_x < rel_x0 || rel_x1 < intersection_x){
intersection_x = -intersection_x;
}
F32 x_min = 0.f;
F32 x_max = 0.f;
if (corner_bl || corner_tl){
x_min = rel_x0;
x_max = intersection_x;
}
else{
x_min = intersection_x;
x_max = rel_x1;
}
F32 h = fabs(intersection_y);
a = integral_def(cir_r, x_min, x_max) - h*(x_max - x_min);
}break;
// 2 corner hits (horizontal edge)
case COMB(1,0,1,0): case COMB(0,1,0,1):
{
F32 h = 0.f;
if (corner_bl){
h = rel_y0;
}
else{
h = -rel_y1;
}
a = integral_def(cir_r, rel_x0, rel_x1) - h;
}break;
// 2 corner hits (vertical edge)
case COMB(1,1,0,0): case COMB(0,0,1,1):
{
F32 w = 0.f;
if (corner_bl){
w = rel_x0;
}
else{
w = -rel_x1;
}
a = integral_def(cir_r, rel_y0, rel_y1) - w;
}break;
// 3 corner hits
case COMB(0,1,1,1): case COMB(1,0,1,1):
case COMB(1,1,0,1): case COMB(1,1,1,0):
{
F32 intersection_y = 0.f;
if (!corner_bl || !corner_br){
intersection_y = rel_y0;
}
else{
intersection_y = rel_y1;
}
F32 intersection_x = sqrtf(rr - intersection_y*intersection_y);
if (intersection_x < rel_x0 || rel_x1 < intersection_x){
intersection_x = -intersection_x;
}
F32 w_extra = 0.f;
F32 x_min = 0.f;
F32 x_max = 0.f;
if (!corner_bl || !corner_tl){
x_min = rel_x0;
x_max = intersection_x;
w_extra = rel_x1 - intersection_x;
}
else{
x_min = intersection_x;
x_max = rel_x1;
w_extra = intersection_x - rel_x0;
}
F32 h = fabs(intersection_y) - 1.f;
a = integral_def(cir_r, x_min, x_max) - h*(x_max - x_min) + w_extra;
}break;
// these cases should be impossible
default:
{
a = -1.f;
}break;
}
#undef COMB
return(a);
}
static void
sanity_test_circle_area(void){
{
F32 cr = 5.f;
F32 cx = 5.f;
F32 cy = 5.f;
F32 sum_area = 0.f;
for (U32 y = 0; y < 10; y += 1){
F32 box_y0 = (F32)y;
for (U32 x = 0; x < 10; x += 1){
F32 box_x0 = (F32)x;
F32 a = intersection_area(cr, box_x0 - cx, box_y0 - cy);
Assert(0.f <= a && a <= 1.f);
sum_area += a;
}
}
F32 formula_area = 3.141593f*cr*cr;
Assert(approx_equal(sum_area, formula_area));
}
{
F32 cr = 8.f;
F32 cx = 8.1f;
F32 cy = 8.7f;
F32 sum_area = 0.f;
for (U32 y = 0; y < 20; y += 1){
F32 box_y0 = (F32)y;
for (U32 x = 0; x < 20; x += 1){
F32 box_x0 = (F32)x;
F32 a = intersection_area(cr, box_x0 - cx, box_y0 - cy);
Assert(0.f <= a && a <= 1.f);
sum_area += a;
}
}
F32 formula_area = 3.141593f*cr*cr;
Assert(approx_equal(sum_area, formula_area));
}
}
static void
render_circle_in_buffer(F32 cir_r, F32 cir_x, F32 cir_y,
U8 *buf, U32 buf_side_length){
for (U32 y = 0; y < buf_side_length; y += 1){
F32 box_y0 = (F32)y;
for (U32 x = 0; x < buf_side_length; x += 1){
F32 box_x0 = (F32)x;
// calculate area of the intersection (circle & box)
F32 a = intersection_area(cir_r, box_x0 - cir_x, box_y0 - cir_y);
Assert(0.f <= a && a <= 1.f);
U32 vraw = (U32)(256.f*a);
U8 v = (vraw <= 255)?((U8)vraw):(U8)255;
buf[x + buf_side_length*y] = v;
}
}
}
////////////////////////////////
//- GL Definitions
@ -434,6 +679,24 @@ static GLuint canvas_framebuffer = 0;
static GLuint test3_texture = 0;
#define CIRCLE5_RADIUS 5.f
#define CIRCLE5_X 6.f
#define CIRCLE5_Y 6.f
#define CIRCLE5_SIDE 12
static GLuint circle5_texture = 0;
#define CIRCLE25_RADIUS 25.f
#define CIRCLE25_X 30.f
#define CIRCLE25_Y 30.f
#define CIRCLE25_SIDE 60
static GLuint circle25_texture = 0;
#define CIRCLE125_RADIUS 125.f
#define CIRCLE125_X 150.f
#define CIRCLE125_Y 150.f
#define CIRCLE125_SIDE 300
static GLuint circle125_texture = 0;
static void
opengl_render_init(void){
//- setup basic shader program
@ -535,6 +798,81 @@ opengl_render_init(void){
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
//- circle5 texture
{
U8 buf[CIRCLE5_SIDE*CIRCLE5_SIDE] = {0};
render_circle_in_buffer(CIRCLE5_RADIUS, CIRCLE5_X, CIRCLE5_Y,
buf, CIRCLE5_SIDE);
U8 img[CIRCLE5_SIDE*CIRCLE5_SIDE*3] = {0};
for (U32 i = 0; i < CIRCLE5_SIDE*CIRCLE5_SIDE; i += 1){
U8 c = buf[i];
img[i*3 + 0] = c;
img[i*3 + 1] = c;
img[i*3 + 2] = c;
}
glGenTextures(1, &circle5_texture);
glBindTexture(GL_TEXTURE_2D, circle5_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, CIRCLE5_SIDE, CIRCLE5_SIDE, 0,
GL_RGB, GL_UNSIGNED_BYTE, img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
//- circle25 texture
{
U8 buf[CIRCLE25_SIDE*CIRCLE25_SIDE] = {0};
render_circle_in_buffer(CIRCLE25_RADIUS, CIRCLE25_X, CIRCLE25_Y,
buf, CIRCLE25_SIDE);
U8 img[CIRCLE25_SIDE*CIRCLE25_SIDE*3] = {0};
for (U32 i = 0; i < CIRCLE25_SIDE*CIRCLE25_SIDE; i += 1){
U8 c = buf[i];
img[i*3 + 0] = c;
img[i*3 + 1] = c;
img[i*3 + 2] = c;
}
glGenTextures(1, &circle25_texture);
glBindTexture(GL_TEXTURE_2D, circle25_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, CIRCLE25_SIDE, CIRCLE25_SIDE, 0,
GL_RGB, GL_UNSIGNED_BYTE, img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
//- circle125 texture
{
U8 buf[CIRCLE125_SIDE*CIRCLE125_SIDE] = {0};
render_circle_in_buffer(CIRCLE125_RADIUS, CIRCLE125_X, CIRCLE125_Y,
buf, CIRCLE125_SIDE);
U8 img[CIRCLE125_SIDE*CIRCLE125_SIDE*3] = {0};
for (U32 i = 0; i < CIRCLE125_SIDE*CIRCLE125_SIDE; i += 1){
U8 c = buf[i];
img[i*3 + 0] = c;
img[i*3 + 1] = c;
img[i*3 + 2] = c;
}
glGenTextures(1, &circle125_texture);
glBindTexture(GL_TEXTURE_2D, circle125_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, CIRCLE125_SIDE, CIRCLE125_SIDE, 0,
GL_RGB, GL_UNSIGNED_BYTE, img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
//- check for setup errors
if (glGetError() != 0){
error_message("error in opengl renderer initialization");
@ -638,6 +976,10 @@ WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nShowCmd){
sanity_test_integrals();
sanity_test_circle_area();
// do graphics tests
wgl_helper_make_graphics_window(hInstance);
U64 frame_counter = 0;
@ -675,6 +1017,7 @@ WinMain(HINSTANCE hInstance,
F32 test4_y = graphics_h - 160.f;
F32 test5_y = graphics_h - 340.f;
F32 test6_y = graphics_h - 450.f;
F32 test7_y = graphics_h - 480.f;
// render to canvas frame buffer
{
@ -976,6 +1319,90 @@ WinMain(HINSTANCE hInstance,
opengl_draw_rect_geometry(v, 6);
}
}
// 7: circles rendered with analytical antialiasing via integration
{
F32 y = test7_y;
F32 x = grad_x0;
// circle5
{
F32 y1 = y;
F32 y0 = y - CIRCLE5_SIDE;
F32 x0 = x;
F32 x1 = x + CIRCLE5_SIDE;
x += CIRCLE5_SIDE + 10;
Vertex v[6];
v[0].px = x0; v[0].py = y0;
v[0].uvx = 0.f; v[0].uvy = 0.f;
v[1].px = x0; v[1].py = y1;
v[1].uvx = 0.f; v[1].uvy = 1.f;
v[2].px = x1; v[2].py = y0;
v[2].uvx = 1.f; v[2].uvy = 0.f;
v[3].px = x0; v[3].py = y1;
v[3].uvx = 0.f; v[3].uvy = 1.f;
v[4].px = x1; v[4].py = y0;
v[4].uvx = 1.f; v[4].uvy = 0.f;
v[5].px = x1; v[5].py = y1;
v[5].uvx = 1.f; v[5].uvy = 1.f;
opengl_draw_texture_geometry(v, 6, circle5_texture);
}
// circle25
{
F32 y1 = y;
F32 y0 = y - CIRCLE25_SIDE;
F32 x0 = x;
F32 x1 = x + CIRCLE25_SIDE;
x += CIRCLE25_SIDE + 10;
Vertex v[6];
v[0].px = x0; v[0].py = y0;
v[0].uvx = 0.f; v[0].uvy = 0.f;
v[1].px = x0; v[1].py = y1;
v[1].uvx = 0.f; v[1].uvy = 1.f;
v[2].px = x1; v[2].py = y0;
v[2].uvx = 1.f; v[2].uvy = 0.f;
v[3].px = x0; v[3].py = y1;
v[3].uvx = 0.f; v[3].uvy = 1.f;
v[4].px = x1; v[4].py = y0;
v[4].uvx = 1.f; v[4].uvy = 0.f;
v[5].px = x1; v[5].py = y1;
v[5].uvx = 1.f; v[5].uvy = 1.f;
opengl_draw_texture_geometry(v, 6, circle25_texture);
}
// circle125
{
F32 y1 = y;
F32 y0 = y - CIRCLE125_SIDE;
F32 x0 = x;
F32 x1 = x + CIRCLE125_SIDE;
x += CIRCLE125_SIDE + 10;
Vertex v[6];
v[0].px = x0; v[0].py = y0;
v[0].uvx = 0.f; v[0].uvy = 0.f;
v[1].px = x0; v[1].py = y1;
v[1].uvx = 0.f; v[1].uvy = 1.f;
v[2].px = x1; v[2].py = y0;
v[2].uvx = 1.f; v[2].uvy = 0.f;
v[3].px = x0; v[3].py = y1;
v[3].uvx = 0.f; v[3].uvy = 1.f;
v[4].px = x1; v[4].py = y0;
v[4].uvx = 1.f; v[4].uvy = 0.f;
v[5].px = x1; v[5].py = y1;
v[5].uvx = 1.f; v[5].uvy = 1.f;
opengl_draw_texture_geometry(v, 6, circle125_texture);
}
}
}
}