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31 changes: 31 additions & 0 deletions src/webgl/p5.RendererGL.Immediate.js
Original file line number Diff line number Diff line change
Expand Up @@ -436,6 +436,37 @@ p5.RendererGL.prototype._tesselateShape = function() {
this.immediateMode.geometry.vertexNormals[i].z
);
}

// Normalize nearly identical consecutive vertices to avoid numerical issues in libtess.
// This workaround addresses tessellation artifacts when consecutive vertices have
// coordinates that are almost (but not exactly) equal, which can occur when drawing
// contours automatically sampled from fonts with font.textToContours().
const epsilon = 1e-6;
for (const contour of contours) {
for (
let i = p5.RendererGL.prototype.tessyVertexSize;
i < contour.length;
i += p5.RendererGL.prototype.tessyVertexSize
) {
const prevX = contour[i - p5.RendererGL.prototype.tessyVertexSize];
const prevY = contour[i - p5.RendererGL.prototype.tessyVertexSize + 1];
const prevZ = contour[i - p5.RendererGL.prototype.tessyVertexSize + 2];
const currX = contour[i];
const currY = contour[i + 1];
const currZ = contour[i + 2];

if (Math.abs(prevX - currX) < epsilon) {
contour[i] = prevX;
}
if (Math.abs(prevY - currY) < epsilon) {
contour[i + 1] = prevY;
}
if (Math.abs(prevZ - currZ) < epsilon) {
contour[i + 2] = prevZ;
}
}
}

const polyTriangles = this._triangulate(contours);
const originalVertices = this.immediateMode.geometry.vertices;
this.immediateMode.geometry.vertices = [];
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49 changes: 49 additions & 0 deletions test/unit/webgl/p5.RendererGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -562,6 +562,55 @@ suite('p5.RendererGL', function() {
assert.deepEqual(getColors(myp5.P2D), getColors(myp5.WEBGL));
});

test('tessellation handles nearly identical consecutive vertices', function() {
myp5.createCanvas(100, 100, myp5.WEBGL);
myp5.pixelDensity(1);
myp5.background(255);
myp5.fill(0);
myp5.noStroke();

// Contours with nearly identical consecutive vertices (as can occur with textToContours)
const contours = [
[
[-30, -30, 0],
[30, -30, 0],
[30, 30, 0],
[-30, 30, 0]
],
[
[-10, -10, 0],
[-10, 10, 0],
// This vertex has x coordinate almost equal to previous
[10.00000001, 10, 0],
[10, -10, 0]
]
];

myp5.beginShape();
for (const contour of contours) {
if (contour !== contours[0]) {
myp5.beginContour();
}
for (const v of contour) {
myp5.vertex(...v);
}
if (contour !== contours[0]) {
myp5.endContour();
}
}
myp5.endShape(myp5.CLOSE);

myp5.loadPixels();

// Check that center pixels are white (hole cut out properly)
const centerIdx = (myp5.width / 2 + myp5.height / 2 * myp5.width) * 4;
assert.equal(myp5.pixels[centerIdx], 255, 'Center should be white (hole)');

// Check that corner pixels are black (fill)
const cornerIdx = (10 + 10 * myp5.width) * 4;
assert.equal(myp5.pixels[cornerIdx], 0, 'Corner should be black (filled)');
});

suite('text shader', function() {
test('rendering looks the same in WebGL1 and 2', function(done) {
myp5.loadFont('manual-test-examples/p5.Font/Inconsolata-Bold.ttf', function(font) {
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