For grids, remove divisions outward to infinity implemented

This commit is contained in:
Yousef Khadadeh 2025-09-15 16:58:57 +03:00
parent ad4e5af294
commit 83ff3f689d
5 changed files with 260 additions and 69 deletions

View file

@ -29,6 +29,10 @@ namespace FixedPoint {
return a + (b - a) / T(1.0 / t);
}
template <typename T> T trunc(const T& a) {
return (a >> a.bit_fraction_count()) << a.bit_fraction_count();
}
// Gets highest bit in UNDERLYING VALUE, not the integer portion of the number
template <typename T> int to_highest_bit(const T& a) {
typename T::UnderlyingType underNum = a.get_underlying_val();
@ -42,6 +46,58 @@ namespace FixedPoint {
return b;
}
template <typename T> T log2_int(const T& a) {
typename T::UnderlyingType b(typename T::UnderlyingType(1u) << (a.bit_fraction_count() - 1));
typename T::UnderlyingType y(0);
typename T::UnderlyingType x = a.get_underlying_val();
if(a < T(0))
throw std::runtime_error("[FixedPoint::log2] Number outside domain");
while(x < (typename T::UnderlyingType(1u) << a.bit_fraction_count()))
{
x <<= 1;
y -= (typename T::UnderlyingType(1u)) << a.bit_fraction_count();
}
while(x >= (typename T::UnderlyingType(2u) << a.bit_fraction_count()))
{
x >>= 1;
y += (typename T::UnderlyingType(1u)) << a.bit_fraction_count();
}
return T(y, true);
}
template <typename T> T exp2_int(T x) {
if(x < T(0))
return T(1);
typename T::UnderlyingType x_int = x.get_underlying_val() >> x.bit_fraction_count();
x -= T(x_int, false);
assert(x >= T(0) && x < T(1));
return T(typename T::UnderlyingType(1) << static_cast<int>(x_int), false);
}
// Base should be a power of 2 to be accurate
template <typename T> T log_int(const T& a, const T& base) {
return log2_int(a) / log2_int(base);
}
// Base should be a power of 2 to be accurate
template <typename T> T exp_int(const T& x, const T& base) {
return exp2(x * log2(base));
}
template <typename T> T exp_int_accurate(uint64_t x, uint64_t base) {
T toRet(1);
T tBase(base);
for(uint64_t i = 0; i < x; i++)
toRet *= tBase;
return toRet;
}
// https://github.com/Koishi-Satori/EirinFixed/blob/main/include/eirin/math.hpp
template <typename T> T log2(const T& a) {
typename T::UnderlyingType b(typename T::UnderlyingType(1u) << (a.bit_fraction_count() - 1));
@ -96,6 +152,14 @@ namespace FixedPoint {
return T(typename T::UnderlyingType(1) << static_cast<int>(x_int), false) * (((((fA * x + fB) * x + fC) * x + fD) * x + fE) * x + fF);
}
template <typename T> T log(const T& a, const T& base) {
return log2(a) / log2(base);
}
template <typename T> T exp(const T& x, const T& base) {
return exp2(x * log2(base));
}
template <typename T, int bitFractionCount> class Number {
public:
typedef T UnderlyingType;

View file

@ -7,7 +7,8 @@
#include <iostream>
DrawCamera::DrawCamera():
c({0, 0}, WorldScalar(1000000), 0.0)
//c({0, 0}, WorldScalar(1e30), 0.0)
c({"1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000", "1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000"}, WorldScalar(100), 0.0)
{}
void DrawCamera::set_based_on_properties(World& w, const WorldVec& newPos, const WorldScalar& newZoom, double newRotate) {

View file

@ -64,13 +64,9 @@ World::World(MainProgram& initMain, OpenWorldInfo& worldInfo):
init_client_callbacks();
con.client_send_items_to_server(RELIABLE_COMMAND_CHANNEL, SERVER_INITIAL_DATA, displayName, false);
//gridMan.add_grid("a");
//gridMan.grids["a"].offset.x() += WorldScalar(20000000);
//gridMan.grids["a"].offset.y() += WorldScalar(40000000);
//gridMan.grids["a"].size = WorldScalar(100000000);
//gridMan.grids["a"].gridType = WorldGrid::GridType::CIRCLE_POINTS;
gridMan.add_grid("b");
gridMan.grids["b"].size = WorldScalar(1000000000000);
gridMan.grids["b"].size = WorldScalar(1000);
gridMan.grids["b"].removeDivisionsOutwards = true;
gridMan.grids["b"].gridType = WorldGrid::GridType::CIRCLE_POINTS;
}

View file

@ -1,5 +1,6 @@
#include "WorldGrid.hpp"
#include "GridManager.hpp"
#include "Helpers/MathExtras.hpp"
#include "MainProgram.hpp"
sk_sp<SkRuntimeEffect> WorldGrid::circlePointEffect;
@ -12,13 +13,24 @@ Vector2f WorldGrid::oldWindowSize = Vector2f{0.0f, 0.0f};
const char* circlePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_circle_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
return step(distance(modCoord, float2(0.5 * gScale)), gPointSize);
}
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float fin = step(distance(modCoord, float2(0.5 * gridScale)), gridPointSize);
float mainGridColor = get_color_val_circle_point(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_circle_point(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
@ -27,16 +39,27 @@ vec4 main(float2 fragCoord) {
const char* squarePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_square_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
float m1 = step(difToPointCenter.x, gPointSize);
float m2 = step(difToPointCenter.y, gPointSize);
return m1 * m2;
}
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
float m1 = step(difToPointCenter.x, gridPointSize);
float m2 = step(difToPointCenter.y, gridPointSize);
float fin = m1 * m2;
float mainGridColor = get_color_val_square_point(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_square_point(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
@ -45,16 +68,27 @@ vec4 main(float2 fragCoord) {
const char* squareLinesShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_square_lines(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
float m1 = step(difToPointCenter.x, gPointSize);
float m2 = step(difToPointCenter.y, gPointSize);
return max(m1, m2);
}
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
float m1 = step(difToPointCenter.x, gridPointSize);
float m2 = step(difToPointCenter.y, gridPointSize);
float fin = max(m1, m2);
float mainGridColor = get_color_val_square_lines(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_square_lines(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
@ -63,14 +97,24 @@ vec4 main(float2 fragCoord) {
const char* ruledShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_ruled(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
return step(difToPointCenter.y, gPointSize);
}
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
float fin = step(difToPointCenter.y, gridPointSize);
float mainGridColor = get_color_val_ruled(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_ruled(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
@ -87,7 +131,7 @@ sk_sp<SkRuntimeEffect> WorldGrid::compile_effect_shader_init(const char* shaderN
return effect;
}
sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor, float gridScale, const Vector2f& gridClosestPoint, float gridPointSize) {
sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const ShaderData& shaderData) {
sk_sp<SkRuntimeEffect> runtimeEffect;
switch(gType) {
case GridType::CIRCLE_POINTS:
@ -104,27 +148,45 @@ sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor
break;
}
SkRuntimeShaderBuilder builder(runtimeEffect);
builder.uniform("gridColor") = gridColor;
builder.uniform("gridScale") = std::min(gridScale, 100000.0f); // Limit placed so that having a massive floating point value doesnt tank precision in the shader
builder.uniform("gridClosestPoint").set(gridClosestPoint.data(), 2);
builder.uniform("gridColor") = shaderData.gridColor;
builder.uniform("mainGridScale") = std::min(shaderData.mainGridScale, 100000.0f); // Limit placed so that having a massive floating point value doesnt tank precision in the shader
builder.uniform("mainGridClosestPoint").set(shaderData.mainGridClosestPoint.data(), 2);
builder.uniform("divGridAlphaFrac") = shaderData.divGridAlphaFrac;
builder.uniform("divGridScale") = std::min(shaderData.divGridScale, 100000.0f);
builder.uniform("divGridClosestPoint").set(shaderData.divGridClosestPoint.data(), 2);
switch(gType) {
case GridType::CIRCLE_POINTS:
builder.uniform("gridPointSize") = gridPointSize;
break;
case GridType::SQUARE_POINTS:
builder.uniform("gridPointSize") = gridPointSize;
builder.uniform("mainGridPointSize") = shaderData.mainGridPointSize;
builder.uniform("divGridPointSize") = shaderData.divGridPointSize;
break;
case GridType::SQUARE_LINES:
builder.uniform("gridPointSize") = 0.5f;
break;
case GridType::RULED:
builder.uniform("gridPointSize") = 0.5f;
builder.uniform("mainGridPointSize") = 0.5f;
builder.uniform("divGridPointSize") = 0.5f;
break;
}
sk_sp<SkShader> s = builder.makeShader();
return s;
}
Vector2f WorldGrid::get_closest_grid_point(const WorldVec& gridOffset, const WorldScalar& gridSize, const DrawData& drawData) {
WorldVec fracCamPosOnGrid;
fracCamPosOnGrid.x() = (drawData.cam.c.pos.x() + gridOffset.x()) % gridSize;
fracCamPosOnGrid.y() = (drawData.cam.c.pos.y() + gridOffset.y()) % gridSize;
WorldVec closestGridPoint;
closestGridPoint.x() = (fracCamPosOnGrid.x() < gridSize / WorldScalar(2)) ? WorldScalar(0) : gridSize;
closestGridPoint.y() = (fracCamPosOnGrid.y() < gridSize / WorldScalar(2)) ? WorldScalar(0) : gridSize;
Vector2f closestGridPointScreenPos;
closestGridPointScreenPos.x() = static_cast<float>((closestGridPoint.x() - fracCamPosOnGrid.x()) / drawData.cam.c.inverseScale);
closestGridPointScreenPos.y() = static_cast<float>((closestGridPoint.y() - fracCamPosOnGrid.y()) / drawData.cam.c.inverseScale);
return closestGridPointScreenPos;
}
void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) {
if(!visible)
return;
@ -136,34 +198,88 @@ void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawDa
ruledEffect = compile_effect_shader_init("Ruled", ruledShaderCode);
}
WorldScalar worldSize = size / drawData.cam.c.inverseScale;
float floatWorldSize = static_cast<float>(worldSize);
if(worldSize > WorldScalar(7)) {
WorldVec fracCamPosOnGrid;
fracCamPosOnGrid.x() = (drawData.cam.c.pos.x() + offset.x()) % size;
fracCamPosOnGrid.y() = (drawData.cam.c.pos.y() + offset.y()) % size;
unsigned subdivisionsTrue = subdivisions + 1;
if(removeDivisionsOutwards && subdivisionsTrue < 2)
subdivisionsTrue = 2;
WorldVec closestGridPoint;
closestGridPoint.x() = (fracCamPosOnGrid.x() < size / WorldScalar(2)) ? WorldScalar(0) : size;
closestGridPoint.y() = (fracCamPosOnGrid.y() < size / WorldScalar(2)) ? WorldScalar(0) : size;
// Make sure the initial size is divisible by the subdivision count, so that it remains accurate across the entire infinite grid
WorldScalar truncatedSize = FixedPoint::trunc(size / WorldScalar(subdivisionsTrue)) * WorldScalar(subdivisionsTrue);
if(truncatedSize == WorldScalar(0))
truncatedSize = WorldScalar(subdivisionsTrue);
Vector2f closestGridPointScreenPos;
closestGridPointScreenPos.x() = static_cast<float>((closestGridPoint.x() - fracCamPosOnGrid.x()) / drawData.cam.c.inverseScale);
closestGridPointScreenPos.y() = static_cast<float>((closestGridPoint.y() - fracCamPosOnGrid.y()) / drawData.cam.c.inverseScale);
WorldScalar sizeDetermineSubdivisionsToRemove = (drawData.cam.c.inverseScale / truncatedSize) * WorldScalar(subdivisionsTrue * 125);
std::cout << "frac cam point: " << vec_pretty(fracCamPosOnGrid) << std::endl;
std::cout << "closest grid point: " << vec_pretty(closestGridPoint) << std::endl;
std::cout << "closest grid point screen: " << vec_pretty(closestGridPointScreenPos) << std::endl;
std::cout << "worldSize: " << floatWorldSize << std::endl;
SkPaint linePaint;
if(removeDivisionsOutwards && sizeDetermineSubdivisionsToRemove > WorldScalar(1)) {
double divLogDouble, divLogFraction;
divLogFraction = std::modf(static_cast<double>(FixedPoint::log(sizeDetermineSubdivisionsToRemove, WorldScalar(subdivisionsTrue))), &divLogDouble);
uint64_t divLog = divLogDouble;
WorldScalar logMultiplier = FixedPoint::exp_int_accurate<WorldScalar>(divLog, subdivisionsTrue);
WorldScalar sizeToUse = truncatedSize * logMultiplier;
WorldScalar divSize = sizeToUse / WorldScalar(subdivisionsTrue);
WorldScalar worldSize = sizeToUse / drawData.cam.c.inverseScale;
WorldScalar divWorldSize = divSize / drawData.cam.c.inverseScale;
float floatWorldSize = static_cast<float>(worldSize);
float floatDivWorldSize = static_cast<float>(divWorldSize);
Vector2f closestGridPointScreenPos = get_closest_grid_point(offset, sizeToUse, drawData);
Vector2f divClosestGridPointScreenPos = get_closest_grid_point(offset, divSize, drawData);
SkPaint linePaint;
SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
pointColor.fA = std::clamp(floatWorldSize / 50.0f, 0.0f, 0.4f);
float gridPointSize = std::clamp(floatWorldSize / 10.0f, 0.0f, 5.0f);
linePaint.setShader(get_shader(gridType, pointColor, static_cast<float>(worldSize), closestGridPointScreenPos, gridPointSize));
canvas->save();
canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
canvas->drawPaint(linePaint);
canvas->restore();
pointColor.fA = std::clamp(floatWorldSize / 100.0f, 0.0f, 0.6f);
float gridPointSize = 5.0f;
float finalDivMultiplier = (1.0 - divLogFraction) * ((divLog == 0) ? 0.5 : 1.0);
linePaint.setShader(get_shader(gridType, {
.gridColor = pointColor,
.mainGridScale = floatWorldSize,
.mainGridClosestPoint = closestGridPointScreenPos,
.mainGridPointSize = gridPointSize,
.divGridAlphaFrac = finalDivMultiplier,
.divGridScale = floatDivWorldSize,
.divGridClosestPoint = divClosestGridPointScreenPos,
.divGridPointSize = gridPointSize * finalDivMultiplier
}));
}
else {
WorldScalar sizeToUse = truncatedSize;
WorldScalar divSize = sizeToUse / WorldScalar(subdivisionsTrue);
WorldScalar worldSize = sizeToUse / drawData.cam.c.inverseScale;
WorldScalar divWorldSize = divSize / drawData.cam.c.inverseScale;
if(worldSize < WorldScalar(7))
return;
float floatWorldSize = static_cast<float>(worldSize);
float floatDivWorldSize = static_cast<float>(divWorldSize);
Vector2f closestGridPointScreenPos = get_closest_grid_point(offset, sizeToUse, drawData);
Vector2f divClosestGridPointScreenPos = get_closest_grid_point(offset, divSize, drawData);
SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
pointColor.fA = std::clamp(floatWorldSize / 100.0f, 0.0f, 0.6f);
float gridPointSize = std::clamp(floatWorldSize / 10.0f, 0.0f, 5.0f);
linePaint.setShader(get_shader(gridType, {
.gridColor = pointColor,
.mainGridScale = floatWorldSize,
.mainGridClosestPoint = closestGridPointScreenPos,
.mainGridPointSize = gridPointSize,
.divGridAlphaFrac = 0.5f,
.divGridScale = floatDivWorldSize,
.divGridClosestPoint = divClosestGridPointScreenPos,
.divGridPointSize = gridPointSize * 0.5f
}));
}
canvas->save();
canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
canvas->drawPaint(linePaint);
canvas->restore();
}

View file

@ -17,8 +17,22 @@ class WorldGrid {
WorldScalar size{50000000};
bool visible = true;
WorldVec offset{0, 0};
unsigned subdivisions = 0;
bool removeDivisionsOutwards = false;
private:
static sk_sp<SkShader> get_shader(GridType gType, const SkColor4f& gridColor, float gridScale, const Vector2f& gridClosestPoint, float gridPointSize);
struct ShaderData {
SkColor4f gridColor;
float mainGridScale;
Vector2f mainGridClosestPoint;
float mainGridPointSize;
float divGridAlphaFrac;
float divGridScale;
Vector2f divGridClosestPoint;
float divGridPointSize;
};
static Vector2f get_closest_grid_point(const WorldVec& gridOffset, const WorldScalar& gridSize, const DrawData& drawData);
static sk_sp<SkShader> get_shader(GridType gType, const ShaderData& shaderData);
static sk_sp<SkRuntimeEffect> compile_effect_shader_init(const char* shaderName, const char* shaderCode);
static Vector2f oldWindowSize;
static sk_sp<SkRuntimeEffect> circlePointEffect;