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@memononen
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Cheap Fake Cubic Easing Curve
//
// Copyright (c) 2013 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#include <stdio.h>
#include <math.h>
#ifdef NANOVG_GLEW
# include <GL/glew.h>
#endif
#define GLFW_INCLUDE_GLEXT
#include <GLFW/glfw3.h>
#include "nanovg.h"
#define NANOVG_GL2_IMPLEMENTATION
#include "nanovg_gl.h"
#include "demo.h"
#include "perf.h"
void errorcb(int error, const char* desc)
{
printf("GLFW error %d: %s\n", error, desc);
}
int blowup = 0;
int screenshot = 0;
int premult = 0;
static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
{
NVG_NOTUSED(scancode);
NVG_NOTUSED(mods);
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
blowup = !blowup;
if (key == GLFW_KEY_S && action == GLFW_PRESS)
screenshot = 1;
if (key == GLFW_KEY_P && action == GLFW_PRESS)
premult = !premult;
}
float minf(float a, float b)
{
return a < b ? a : b;
}
float maxf(float a, float b)
{
return a < b ? b : a;
}
float clampf(float x, float bmin, float bmax)
{
return minf(maxf(x, bmin), bmax);
}
int iszero(float x)
{
return fabsf(x) < 1e-6f;
}
float sqrf(float x)
{
return x*x;
}
float lerpf(float a, float b, float t)
{
return a + (b-a)*t;
}
typedef struct Vec2 {
float x;
float y;
} Vec2;
float vdist(Vec2 a, Vec2 b)
{
float dx = a.x - b.x;
float dy = a.y - b.y;
return sqrtf(dx*dx + dy*dy);
}
static Vec2 vsub(Vec2 a, Vec2 b)
{
return (Vec2){ a.x - b.x, a.y - b.y };
}
static float vdot(Vec2 a, Vec2 b)
{
return a.x*b.x + a.y*b.y;
}
static float vperp(Vec2 a, Vec2 b)
{
return a.y*b.x - a.x*b.y;
}
static Vec2 vnorm(Vec2 a)
{
float s = sqrtf(a.x*a.x + a.y*a.y);
if (s > 1e-6f) s = 1.0f / s;
return (Vec2){ a.x * s, a.y * s };
}
static Vec2 vlerp(Vec2 a, Vec2 b, float t)
{
return (Vec2){ a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t };
}
void cubicToQuad(Vec2 qpts[5], Vec2 pts[4])
{
// Hack.
// When boost=1.5 the middle point follows the cubic curve quite nicely, but overshoots and bulges a lot.
// When boost=1.0, the curve does not reach the cubic on extremes, but behaves really well.
// The code below tries to balance the two. It does make the curve adjustment a little odd at times (compared to cubic).
// If boost=1.0, no need to fix monotonicity below.
Vec2 dir0 = vnorm(vsub(pts[0],pts[1]));
Vec2 dir1 = vnorm(vsub(pts[3],pts[2]));
float perpWeight = sqrf(fabsf(vperp(dir0, dir1))); // boost when handles at 90° angle
float sameWeight = sqrf(maxf(0.0f, vdot(dir0, dir1))); // boost when handles are towards same direction
// Handle length biasing
float da = sqrtf(vdist(pts[0], pts[1]));
float db = sqrtf(vdist(pts[2], pts[3]));
float ba = da / (da+db);
float bb = db / (da+db);
float lenWeight = sqrf(minf((da + db) * 0.5f, 1.0f));
float boost = 1.0f + lenWeight * maxf(perpWeight, sameWeight) * 0.5f;
// Set end points, and adjust cubic handles to work as quad handles.
qpts[0] = pts[0];
qpts[1] = vlerp(pts[0], pts[1], ba * boost);
qpts[3] = vlerp(pts[3], pts[2], bb * boost);
qpts[4] = pts[3];
// Make sure the curve stays monotonic.
float midx = clampf((qpts[1].x + qpts[3].x) * 0.5f, 0.0f, 1.0f);
float dx, mdx;
dx = qpts[1].x - qpts[0].x;
mdx = midx - qpts[0].x;
if (dx > mdx) {
float s = mdx / dx;
qpts[1] = vlerp(qpts[0], qpts[1], s);
}
dx = qpts[4].x - qpts[3].x;
mdx = qpts[4].x - midx;
if (dx > mdx) {
float s = mdx / dx;
qpts[3] = vlerp(qpts[4], qpts[3], s);
}
// Calculate shared end point of the quad segments.
// Bias towards smaller handle (handle pushes towards smaller handle)
float u = ba;
qpts[2] = vlerp(qpts[1], qpts[3], u);
}
typedef struct QuadCoeffs {
float ax, ay, by, bx, cx, cy, iax;
} QuadCoeffs;
QuadCoeffs quadCoeffs(Vec2 p0, Vec2 p1, Vec2 p2)
{
QuadCoeffs q;
// Make sure we always have valid quad
if (iszero(p0.x - 2.0f * p1.x + p2.x))
p1.x += 1e-6f;
q.ax = p0.x - 2.0f * p1.x + p2.x;
q.ay = p0.y - 2.0f * p1.y + p2.y,
q.bx = -2.0f * (p0.x - p1.x);
q.by = -2.0f * (p0.y - p1.y);
q.cx = p0.x;
q.cy = p0.y;
q.iax = 1.0f / q.ax;
return q;
}
float quadYforXC(float x, QuadCoeffs* q)
{
float d = maxf(q->bx * q->bx - 4.0f * q->ax * (q->cx - x), 0.0f);
float t = (-q->bx + sqrtf(d)) * q->iax * 0.5f;
return (q->ay * t + q->by) * t + q->cy;
}
typedef struct Curve {
QuadCoeffs qa;
QuadCoeffs qb;
float midx;
} Curve;
void prepareCurve(Curve* c, Vec2 pts[4])
{
Vec2 qpts[5];
cubicToQuad(qpts, pts);
c->qa = quadCoeffs(qpts[0], qpts[1], qpts[2]);
c->qb = quadCoeffs(qpts[2], qpts[3], qpts[4]);
c->midx = qpts[2].x;
}
float evalCurve(float x, Curve* c)
{
return quadYforXC(x, (x < c->midx) ? &c->qa : &c->qb);
}
void drawTick(NVGcontext* vg, float x, float y, float s)
{
nvgMoveTo(vg, x-s, y-s);
nvgLineTo(vg, x+s, y+s);
nvgMoveTo(vg, x-s, y+s);
nvgLineTo(vg, x+s, y-s);
}
int main()
{
GLFWwindow* window;
NVGcontext* vg = NULL;
double prevt = 0;
int sel = -1, hit = -1;
float vx = 10; //150;
float vy = 310; //410;
float vw = 500;
float vh = -300;
Vec2 pts[4];
const int npts = 4;
for (int i = 0; i < npts; i++) {
pts[i].x = (float)i / (float)(npts-1);
pts[i].y = (float)i / (float)(npts-1);
}
Vec2 startPt, startM;
if (!glfwInit()) {
printf("Failed to init GLFW.");
return -1;
}
glfwSetErrorCallback(errorcb);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#ifdef DEMO_MSAA
glfwWindowHint(GLFW_SAMPLES, 4);
#endif
window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window, key);
glfwMakeContextCurrent(window);
#ifdef NANOVG_GLEW
if(glewInit() != GLEW_OK) {
printf("Could not init glew.\n");
return -1;
}
#endif
#ifdef DEMO_MSAA
vg = nvgCreateGL2(NVG_STENCIL_STROKES | NVG_DEBUG);
#else
vg = nvgCreateGL2(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG);
#endif
if (vg == NULL) {
printf("Could not init nanovg.\n");
return -1;
}
glfwSwapInterval(0);
glfwSetTime(0);
prevt = glfwGetTime();
int prevMouse = 0;
while (!glfwWindowShouldClose(window))
{
double mx, my, t, dt;
int winWidth, winHeight;
int fbWidth, fbHeight;
float pxRatio;
t = glfwGetTime();
dt = t - prevt;
prevt = t;
glfwGetCursorPos(window, &mx, &my);
glfwGetWindowSize(window, &winWidth, &winHeight);
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
Vec2 m = { mx, my};
int mouse = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
hit = -1;
for (int i = 0; i < npts; i++)
{
Vec2 v = {vx + pts[i].x * vw, vy + pts[i].y * vh};
if (vdist(m, v) < 6.0f)
hit = i;
}
if (prevMouse == GLFW_RELEASE && mouse == GLFW_PRESS)
{
// Mouse down
if (hit != -1)
{
sel = hit;
startPt = pts[sel];
startM = m;
}
}
else if (prevMouse == GLFW_PRESS && mouse == GLFW_RELEASE)
{
// Mouse up
sel = -1;
}
if (mouse == GLFW_PRESS)
{
// Drag
if (sel != -1)
{
float dx = (m.x - startM.x) / vw;
float dy = (m.y - startM.y) / vh;
pts[sel].x = clampf(startPt.x + dx, 0.0f, 1.0f);
pts[sel].y = clampf(startPt.y + dy, 0.0f, 1.0f);
if (sel == 0)
pts[sel].x = 0.0f;
else if (sel == npts-1)
pts[sel].x = 1.0f;
}
}
prevMouse = mouse;
// Calculate pixel ration for hi-dpi devices.
pxRatio = (float)fbWidth / (float)winWidth;
// Update and render
glViewport(0, 0, fbWidth, fbHeight);
if (premult)
glClearColor(0,0,0,0);
else
glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
nvgBeginFrame(vg, winWidth, winHeight, pxRatio);
nvgBeginPath(vg);
nvgRect(vg, vx, vy, vw, vh);
nvgFillColor(vg, nvgRGBA(255,255,255,32));
nvgFill(vg);
// Real cubic bezier
nvgBeginPath(vg);
nvgMoveTo(vg, vx + pts[0].x * vw, vy + pts[0].y * vh);
nvgBezierTo(vg, vx + pts[1].x * vw, vy + pts[1].y * vh, vx + pts[2].x * vw, vy + pts[2].y * vh, vx + pts[3].x * vw, vy + pts[3].y * vh);
nvgStrokeWidth(vg, 5.0f);
nvgStrokeColor(vg, nvgRGBA(0,0,0,64));
nvgStroke(vg);
// Approximated
Vec2 qpts[5];
cubicToQuad(qpts, pts);
nvgBeginPath(vg);
nvgMoveTo(vg, vx + qpts[0].x * vw, vy + qpts[0].y * vh);
nvgQuadTo(vg, vx + qpts[1].x * vw, vy + qpts[1].y * vh, vx + qpts[2].x * vw, vy + qpts[2].y * vh);
nvgQuadTo(vg, vx + qpts[3].x * vw, vy + qpts[3].y * vh, vx + qpts[4].x * vw, vy + qpts[4].y * vh);
nvgStrokeWidth(vg, 5.0f);
nvgStrokeColor(vg, nvgRGBA(255,64,0,128));
nvgStroke(vg);
// Approx points
nvgBeginPath(vg);
nvgMoveTo(vg, vx + qpts[0].x * vw, vy + qpts[0].y * vh);
nvgLineTo(vg, vx + qpts[1].x * vw, vy + qpts[1].y * vh);
nvgLineTo(vg, vx + qpts[2].x * vw, vy + qpts[2].y * vh);
nvgLineTo(vg, vx + qpts[3].x * vw, vy + qpts[3].y * vh);
nvgLineTo(vg, vx + qpts[4].x * vw, vy + qpts[4].y * vh);
drawTick(vg, vx + qpts[1].x * vw, vy + qpts[1].y * vh, 4.0f);
drawTick(vg, vx + qpts[2].x * vw, vy + qpts[2].y * vh, 4.0f);
drawTick(vg, vx + qpts[3].x * vw, vy + qpts[3].y * vh, 4.0f);
nvgStrokeWidth(vg, 1.0f);
nvgStrokeColor(vg, nvgRGBA(0,0,0,64));
nvgStroke(vg);
// Handles
nvgBeginPath(vg);
nvgMoveTo(vg, vx + pts[0].x * vw, vy + pts[0].y * vh);
nvgLineTo(vg, vx + pts[1].x * vw, vy + pts[1].y * vh);
nvgMoveTo(vg, vx + pts[2].x * vw, vy + pts[2].y * vh);
nvgLineTo(vg, vx + pts[3].x * vw, vy + pts[3].y * vh);
nvgStrokeWidth(vg, 2.0f);
nvgStrokeColor(vg, nvgRGBA(255,255,255,128));
nvgStroke(vg);
// Value at mouse pos
float ft = clampf((m.x - vx) / vw, 0.0f, 1.0f);
nvgBeginPath(vg);
nvgMoveTo(vg, vx + ft * vw, vy);
nvgLineTo(vg, vx + ft * vw, vy + vh);
nvgStrokeWidth(vg, 2.0f);
nvgStrokeColor(vg, nvgRGBA(255,192,0,64));
nvgStroke(vg);
// This could be precalculated.
Curve c;
prepareCurve(&c, pts);
// Per item call
float fy = evalCurve(ft, &c);
nvgBeginPath(vg);
nvgCircle(vg, vx + ft * vw, vy + fy * vh, 4.0f);
nvgFillColor(vg, nvgRGBA(255,192,0,192));
nvgFill(vg);
// Cubic control points
for (int i = 0; i < npts; i++)
{
nvgBeginPath(vg);
nvgCircle(vg, vx + pts[i].x * vw, vy + pts[i].y * vh, 4.0f);
if (sel == i)
nvgFillColor(vg, nvgRGB(255,255,255));
else if (hit == i)
nvgFillColor(vg, nvgRGB(255,196,0));
else
nvgFillColor(vg, nvgRGB(192,192,192));
nvgFill(vg);
}
nvgEndFrame(vg);
glfwSwapBuffers(window);
glfwPollEvents();
}
nvgDeleteGL2(vg);
glfwTerminate();
return 0;
}
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