Implement line clipping for `TextureProgress` to avoid bad rendering due to imprecise UV mapping
Original code used a quick aproximation for simulating the correspondent texel in the `TextureProgress` texture as radial progress indicator. This lead to visualization errors. Changed it for a Liang-Barsky line clipping algorithm stripped to its minimum for this specific use case. Fix #17364.
This commit is contained in:
parent
eceba5aa6a
commit
7991bd168d
|
@ -117,22 +117,45 @@ Point2 TextureProgress::unit_val_to_uv(float val) {
|
||||||
|
|
||||||
Point2 p = get_relative_center();
|
Point2 p = get_relative_center();
|
||||||
|
|
||||||
if (val < 0.125)
|
// Minimal version of Liang-Barsky clipping algorithm
|
||||||
return Point2(p.x + (1 - p.x) * val * 8, 0);
|
float angle = (val * Math_TAU) - Math_PI * 0.5;
|
||||||
if (val < 0.25)
|
Point2 dir = Vector2(Math::cos(angle), Math::sin(angle));
|
||||||
return Point2(1, p.y * (val - 0.125) * 8);
|
float t1 = 1.0;
|
||||||
if (val < 0.375)
|
float cp;
|
||||||
return Point2(1, p.y + (1 - p.y) * (val - 0.25) * 8);
|
float cq;
|
||||||
if (val < 0.5)
|
float cr;
|
||||||
return Point2(1 - (1 - p.x) * (val - 0.375) * 8, 1);
|
float edgeLeft = 0.0;
|
||||||
if (val < 0.625)
|
float edgeRight = 1.0;
|
||||||
return Point2(p.x * (1 - (val - 0.5) * 8), 1);
|
float edgeBottom = 0.0;
|
||||||
if (val < 0.75)
|
float edgeTop = 1.0;
|
||||||
return Point2(0, 1 - ((1 - p.y) * (val - 0.625) * 8));
|
|
||||||
if (val < 0.875)
|
for (int edge = 0; edge < 4; edge++) {
|
||||||
return Point2(0, p.y - p.y * (val - 0.75) * 8);
|
if (edge == 0) {
|
||||||
else
|
if (dir.x > 0)
|
||||||
return Point2(p.x * (val - 0.875) * 8, 0);
|
continue;
|
||||||
|
cp = -dir.x;
|
||||||
|
cq = -(edgeLeft - p.x);
|
||||||
|
} else if (edge == 1) {
|
||||||
|
if (dir.x < 0)
|
||||||
|
continue;
|
||||||
|
cp = dir.x;
|
||||||
|
cq = (edgeRight - p.x);
|
||||||
|
} else if (edge == 2) {
|
||||||
|
if (dir.y > 0)
|
||||||
|
continue;
|
||||||
|
cp = -dir.y;
|
||||||
|
cq = -(edgeBottom - p.y);
|
||||||
|
} else if (edge == 3) {
|
||||||
|
if (dir.y < 0)
|
||||||
|
continue;
|
||||||
|
cp = dir.y;
|
||||||
|
cq = (edgeTop - p.y);
|
||||||
|
}
|
||||||
|
cr = cq / cp;
|
||||||
|
if (cr >= 0 && cr < t1)
|
||||||
|
t1 = cr;
|
||||||
|
}
|
||||||
|
return (p + t1 * dir);
|
||||||
}
|
}
|
||||||
|
|
||||||
Point2 TextureProgress::get_relative_center() {
|
Point2 TextureProgress::get_relative_center() {
|
||||||
|
|
Loading…
Reference in New Issue