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.
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1 changed files with 39 additions and 16 deletions
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@ -117,22 +117,45 @@ Point2 TextureProgress::unit_val_to_uv(float val) {
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Point2 p = get_relative_center();
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if (val < 0.125)
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return Point2(p.x + (1 - p.x) * val * 8, 0);
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if (val < 0.25)
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return Point2(1, p.y * (val - 0.125) * 8);
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if (val < 0.375)
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return Point2(1, p.y + (1 - p.y) * (val - 0.25) * 8);
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if (val < 0.5)
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return Point2(1 - (1 - p.x) * (val - 0.375) * 8, 1);
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if (val < 0.625)
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return Point2(p.x * (1 - (val - 0.5) * 8), 1);
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if (val < 0.75)
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return Point2(0, 1 - ((1 - p.y) * (val - 0.625) * 8));
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if (val < 0.875)
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return Point2(0, p.y - p.y * (val - 0.75) * 8);
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else
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return Point2(p.x * (val - 0.875) * 8, 0);
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// Minimal version of Liang-Barsky clipping algorithm
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float angle = (val * Math_TAU) - Math_PI * 0.5;
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Point2 dir = Vector2(Math::cos(angle), Math::sin(angle));
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float t1 = 1.0;
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float cp;
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float cq;
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float cr;
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float edgeLeft = 0.0;
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float edgeRight = 1.0;
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float edgeBottom = 0.0;
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float edgeTop = 1.0;
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for (int edge = 0; edge < 4; edge++) {
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if (edge == 0) {
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if (dir.x > 0)
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continue;
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cp = -dir.x;
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cq = -(edgeLeft - p.x);
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} else if (edge == 1) {
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if (dir.x < 0)
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continue;
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cp = dir.x;
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cq = (edgeRight - p.x);
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} else if (edge == 2) {
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if (dir.y > 0)
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continue;
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cp = -dir.y;
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cq = -(edgeBottom - p.y);
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} else if (edge == 3) {
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if (dir.y < 0)
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continue;
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cp = dir.y;
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cq = (edgeTop - p.y);
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}
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cr = cq / cp;
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if (cr >= 0 && cr < t1)
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t1 = cr;
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}
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return (p + t1 * dir);
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}
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Point2 TextureProgress::get_relative_center() {
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