Draw Quadratic Curve on GPU

For 3 control point Bezier curves I would:

  1. use triangles as primitives
  2. enlarge control points to include area around curve to avoid artifacts

triangle enlargement

This way is fast and there is no problem to compute A',B',C' from A,B,C and vice versa. If the scale is constant (for example scale=1.25) then the max usable curve thickness<=2.0*min(|control_point-M|)*(scale-1.0).

For safer enlargement you can compute exact scale needed (for example in geometry shader) and pass it to vertex and fragment … All of above can be done by Geometry shader. You should use transparency to correctly join the curves together. The average middle point should stay the same M=A+B+C=A'+B'+C'

if transparency is not an option

Then you need to change the approach so pass control points and position inside textures.

  1. create one 2D float texture with control points
  • something like float pnt[9][N]
  • pnt[0,1,2][] is control point A(x,y,z)
  • pnt[3,4,5][] is control point B(x,y,z)
  • pnt[6,7,8][] is control point C(x,y,z)
  1. also create 1D color texture
  • something like rgba col[N]
  • The x axis resolution of both textures = N is the number of Bezier curves
  1. now draw single Quad covering entire screen

And inside fragment shader check if pixel is inside any of the curve. If yes output its color …

This can get very slow for high Bezier curve count N

[edit1] almost collinear control points

for those I would use Quads

quad enlarge

  • D,E are mirrored points A,B around C
  • D=C+C-A
  • E=C+C-B
  • C is the middle point M = (A+B+D+E)/4 = C = (A'+B'+C'+D')/4
  • and A',B',C',D' are enlarged A,B,D,E control points
  • A'=C+(A -C)*scale
  • B'=C+(B -C)*scale
  • A =C+(A'-C)/scale
  • B =C+(B'-C)/scale

This can be used for any Bezier not just almost colinear but it uses larger polygons so it will be slower on performance (more fragments then really needed)

Here more advanced/optimized GLSL approach with complete implementation of cubic BEZIER curves:

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