fix: blob corner fill snap + visual artifacts
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a0acd1a22c
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665594023e
2 changed files with 36 additions and 16 deletions
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@ -32,6 +32,18 @@ static float cpuSmoothstep(float edge0, float edge1, float x) {
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return t * t * (3.0f - 2.0f * t);
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}
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static float cornerFillFactor(float sd, float smoothFactor) {
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// Continuous two-sided window. The corner is squared (factor -> 0) only within
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// ±smoothFactor of the neighbour's edge (the visible junction); it keeps its full
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// radius both far outside the neighbour and deep inside it (where it is buried and
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// squaring would only crease the interior). C0-continuous across sd = 0 — unlike the
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// old `if (sd >= 0)` branch, which snapped the radius full<->square (factor 1<->0) on
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// sub-pixel motion as a corner crossed the edge, flickering the fill bridge in/out.
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const float outside = cpuSmoothstep(0.0f, smoothFactor, sd); // 0 at edge, ->1 far outside
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const float inside = cpuSmoothstep(0.0f, -smoothFactor, sd); // 0 at edge, ->1 deep inside
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return std::max(outside, inside);
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}
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BlobShape::BlobShape(QQuickItem* parent)
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: QQuickItem(parent) {
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setFlag(ItemHasContents);
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@ -310,20 +322,16 @@ void BlobShape::updatePolish() {
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if (si->isCornerExcluded(sj) || sj->isCornerExcluded(si))
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continue;
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const auto& rj = m_cachedRects[j];
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// Skip when the corner is inside rj: it's buried, not on a visible junction,
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// so squaring it would only perturb interior SDF gradients.
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// Square each corner only near rj's edge; keep full radius far outside AND
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// deep inside rj (buried, so it can't crease the visible junction).
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const float sdTr = cpuSdBox(cTrX, cTrY, rj.cx, rj.cy, rj.hw, rj.hh);
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const float sdBr = cpuSdBox(cBrX, cBrY, rj.cx, rj.cy, rj.hw, rj.hh);
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const float sdBl = cpuSdBox(cBlX, cBlY, rj.cx, rj.cy, rj.hw, rj.hh);
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const float sdTl = cpuSdBox(cTlX, cTlY, rj.cx, rj.cy, rj.hw, rj.hh);
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if (sdTr >= 0.0f)
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fTr = std::min(fTr, cpuSmoothstep(0.0f, smoothFactor, sdTr));
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if (sdBr >= 0.0f)
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fBr = std::min(fBr, cpuSmoothstep(0.0f, smoothFactor, sdBr));
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if (sdBl >= 0.0f)
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fBl = std::min(fBl, cpuSmoothstep(0.0f, smoothFactor, sdBl));
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if (sdTl >= 0.0f)
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fTl = std::min(fTl, cpuSmoothstep(0.0f, smoothFactor, sdTl));
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fTr = std::min(fTr, cornerFillFactor(sdTr, smoothFactor));
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fBr = std::min(fBr, cornerFillFactor(sdBr, smoothFactor));
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fBl = std::min(fBl, cornerFillFactor(sdBl, smoothFactor));
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fTl = std::min(fTl, cornerFillFactor(sdTl, smoothFactor));
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}
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if (cornerFill && m_cachedHasInverted) {
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@ -42,9 +42,12 @@ float sdBox(vec2 p, vec2 center, vec2 halfSize) {
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float smin(float a, float b, float k) {
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// Circular smooth min — the blend fillet is a true circular arc of radius k,
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// tangent to both surfaces (not a polynomial/squircle curve). Deviation region
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// width = k (deviates only where both a < k and b < k), matching the cubic it
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// replaces. Always <= min(a, b); max blend depth at a == b is (sqrt(2) - 1) * k.
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// tangent to both surfaces (not a polynomial/squircle curve). Deviates from
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// min(a, b) only in the corner region where BOTH a < k and b < k (unlike the
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// cubic it replaced, which deviated over the whole band |a - b| < k). Always
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// <= min(a, b); max blend depth at a == b is (sqrt(2) - 1) * k. It is C1 but
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// not C2 at the support boundary, so a circular-arc fillet shows the usual
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// line-meets-arc curvature step — by design, that is the "circular" look.
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return max(k, min(a, b)) - length(max(vec2(k) - vec2(a, b), vec2(0.0)));
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}
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@ -164,8 +167,8 @@ void main() {
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continue;
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if ((excludeMask & (1 << j)) != 0)
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continue;
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// smin only deviates from min within smoothFactor
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if (abs(dArr[i] - dArr[j]) >= smoothFactor)
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// Circular smin deviates from min only where BOTH dArr are < smoothFactor.
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if (max(dArr[i], dArr[j]) >= smoothFactor)
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continue;
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mergedSdf = min(mergedSdf, smin(dArr[i], dArr[j], smoothFactor));
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}
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@ -231,7 +234,16 @@ void main() {
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dInner -= sinkValue;
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float dFrame = smaxSharpA(dOuter, -dInner, smoothFactor);
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// The circular smax fillet has radius kFrame; when it exceeds the border thickness
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// it can't complete inside the border, so the sharp outer-box term bleeds onto the
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// inner edge and bulges the inner corners (worst when thickness < smoothFactor — the
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// default border is thinner than the blend radius). Clamp kFrame to the thinnest side
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// so the inner edge stays a clean constant-radius arc. Each inner corner is bounded by
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// its thinner adjacent side, so the global min is correct for every corner.
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float minThick = min(min(innerTop - outerTop, outerBot - innerBot),
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min(innerLeft - outerLeft, outerRight - innerRight));
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float kFrame = clamp(min(smoothFactor, minThick - 1.0), 1.0, smoothFactor);
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float dFrame = smaxSharpA(dOuter, -dInner, kFrame);
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mergedSdf = smin(mergedSdf, dFrame, smoothFactor);
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if (dFrame < minDist) {
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