improve brush preview
This commit is contained in:
@@ -63,6 +63,24 @@
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" return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"\
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"}\n"
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#define SHADER_FUNCTION_COLOR \
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"mediump vec3 brightness3(mediump vec3 c, mediump float val) {\n"\
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" return c + vec3(val * 2.0 - 1.0);\n"\
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"}\n"\
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"mediump vec3 contrast3(mediump vec3 c, mediump float val) {\n"\
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" val = val * 2.0 - 1.0;\n"\
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" mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));\n"\
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" return factor * (c - 0.5) + 0.5;\n"\
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"}\n"\
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"mediump float brightness1(mediump float c, mediump float val) {\n"\
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" return c + (val * 2.0 - 1.0);\n"\
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"}\n"\
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"mediump float contrast1(mediump float c, mediump float val) {\n"\
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" val = val * 2.0 - 1.0;\n"\
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" mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));\n"\
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" return factor * (c - 0.5) + 0.5;\n"\
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"}\n"
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// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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#define SHADER_FUNCTION_RAND \
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"highp float rand(mediump vec2 co)\n"\
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@@ -226,6 +244,9 @@ void App::initShaders()
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"uniform mediump int blend_mode;\n"
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"uniform mediump int dual_blend_mode;\n"
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"uniform mediump vec2 resolution;\n"
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"uniform mediump vec2 pattern_scale;\n"
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"uniform mediump float pattern_bright;\n"
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"uniform mediump float pattern_contr;\n"
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"uniform bool lock;\n"
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"uniform bool mask;\n"
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"uniform bool fragUV2;\n"
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@@ -236,12 +257,18 @@ void App::initShaders()
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SHADER_FUNCTION_BLUR
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SHADER_FUNCTION_BLEND
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SHADER_FUNCTION_BLEND_STROKE
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SHADER_FUNCTION_COLOR
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"void main() {\n"
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" mediump vec2 uv2 = fragUV2 ? (gl_FragCoord.st / resolution) : uv;\n"
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" mediump vec4 base = texture(tex, uv2);\n"
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" mediump vec4 stroke = texture(tex_stroke, uv);\n"
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" if (use_pattern){\n"
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" stroke.a *= 1.0 - texture(tex_pattern, uv2 * 5.0).r * pattern_alpha;\n"
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" mediump float patt = texture(tex_pattern, uv2 * pattern_scale * 10.0).r;\n"
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" if (pattern_bright != 0.5)\n"
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" patt = brightness1(patt, pattern_bright);\n"
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" if (pattern_contr != 0.5)\n"
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" patt = contrast1(patt, pattern_contr);\n"
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" stroke.a = mix(stroke.a, stroke.a * patt, pattern_alpha);\n"
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" }\n"
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" if (use_dual){\n"
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" mediump vec4 dual = texture(tex_dual, uv);\n"
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@@ -453,6 +480,7 @@ void App::initShaders()
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"}\n";
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static const char* shader_checkerboard_f =
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SHADER_VERSION
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"uniform bool colorize;\n"
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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"void main() {\n"
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@@ -460,7 +488,8 @@ void App::initShaders()
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" const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);\n"
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" mediump vec2 c = floor(fract(uv * 10.0) * 2.0);\n"
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" mediump float alpha = mix(c.x, 1.0 - c.x, c.y);\n"
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" frag = mix(c1, c2, alpha);\n"
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" if (colorize) frag = mix(c1, c2, alpha) * vec4(fract(uv.x * 5.0), uv.y, 1.0, 1.0);\n"
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" else frag = mix(c1, c2, alpha);\n"
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"}\n";
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static const char* shader_equirect_v =
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@@ -33,6 +33,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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@@ -102,6 +103,10 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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173
src/canvas.cpp
173
src/canvas.cpp
@@ -798,6 +798,9 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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@@ -1007,7 +1010,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern,false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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@@ -2517,174 +2520,6 @@ void Canvas::set_camera(const CameraData& c)
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m_vp = c.m_vp;
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}
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std::vector<vertex_t> Canvas::triangulate_simple(const std::vector<vertex_t>& vertices)
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{
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std::vector<vertex_t> ret;
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std::vector<p2t::Point> points(vertices.size());
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std::vector<p2t::Point*> points_ptr(vertices.size());
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for (size_t i = 0; i < vertices.size(); i++)
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{
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points[i] = { vertices[i].pos.x, vertices[i].pos.y };
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points_ptr[i] = &points[i];
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}
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auto cdt = std::make_unique<p2t::CDT>(points_ptr);
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cdt->Triangulate();
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auto tr = cdt->GetTriangles();
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for (auto t : tr)
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{
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vertex_t vertex;
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for (int i = 0; i < 3; i++)
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{
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auto index = std::distance(points.data(), t->GetPoint(i));
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ret.push_back(vertices[index]);
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}
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}
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return ret;
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}
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std::vector<vertex_t> Canvas::triangulate(const std::vector<glm::vec2>& points)
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{
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std::vector<vertex_t> tmp;
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for (auto pt : points)
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tmp.push_back(pt);
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return triangulate(tmp);
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}
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std::vector<vertex_t> Canvas::triangulate(const std::vector<vertex_t>& points)
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{
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struct Segment
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{
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const vertex_t* a = nullptr;
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const vertex_t* b = nullptr;
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Segment* prev = nullptr;
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std::shared_ptr<Segment> next = nullptr;
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bool end = false;
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};
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std::vector<std::shared_ptr<vertex_t>> new_points;
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std::shared_ptr<Segment> root = std::make_shared<Segment>();
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std::shared_ptr<Segment> node = root;
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for (int i = 0; i < points.size(); i++)
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{
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node->a = &points[i];
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if (i == points.size() - 1)
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{
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node->b = &points[0];
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node->next = root;
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node->end = true;
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root->prev = node.get();
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}
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else
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{
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node->b = &points[i + 1];
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node->next = std::make_shared<Segment>();
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node->next->prev = node.get();
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}
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node = node->next;
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}
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node = root;
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std::stack<std::shared_ptr<Segment>> todo;
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std::vector<std::shared_ptr<Segment>> polys;
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todo.push(root);
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while (!todo.empty())
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{
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node = todo.top();
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todo.pop();
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polys.push_back(node);
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while (node)
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{
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std::shared_ptr<Segment> other = node->next;
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while (other)
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{
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if (node->a->pos == other->a->pos || node->a->pos == other->b->pos ||
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node->b->pos == other->a->pos || node->b->pos == other->b->pos)
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{
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other = other->end ? nullptr : other->next;
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continue;
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}
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glm::vec2 s0a(node->a->pos);
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glm::vec2 s0b(node->b->pos);
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glm::vec2 s1a(other->a->pos);
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glm::vec2 s1b(other->b->pos);
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glm::vec2 hit_uv;
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glm::vec2 is;
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if (segments_intersect(s0a, s0b, s1a, s1b, is, hit_uv))
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{
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new_points.push_back(std::make_unique<vertex_t>());
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auto p = new_points.back().get();
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p->pos = glm::lerp(node->a->pos, node->b->pos, hit_uv.x);
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p->uvs = glm::lerp(node->a->uvs, node->b->uvs, hit_uv.x);
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p->uvs2 = glm::lerp(node->a->uvs2, node->b->uvs2, hit_uv.x);
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auto poly_root = std::make_shared<Segment>();
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poly_root->a = p;
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poly_root->b = node->b;
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poly_root->next = node->next;
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todo.push(poly_root);
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other->a = p;
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node->b = p;
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auto poly_end = std::make_shared<Segment>();
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poly_end->a = other->prev->b;
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poly_end->b = p;
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poly_end->end = true;
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poly_end->prev = other->prev;
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other->prev->next = poly_end;
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other->prev = node.get();
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node->next = other;
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break;
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}
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other = other->end ? nullptr : other->next;
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}
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node = node->end ? nullptr : node->next;
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}
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}
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std::vector<vertex_t> ret;
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for (auto poly : polys)
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{
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std::vector<const vertex_t*> outline;
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node = poly;
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while (node)
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{
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if (outline.empty() || // if empty insert right away
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outline.back() != node->a && // insert only if different than the last post
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(outline.front() != node->a || !node->end)) // if is the end check against the first one
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{
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outline.push_back(node->a);
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}
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auto current = node;
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node = node->end ? nullptr : node->next;
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current->next = nullptr;
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}
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if (outline.size() > 2)
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{
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std::vector<p2t::Point> points(outline.size());
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std::vector<p2t::Point*> points_ptr(outline.size());
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for (size_t i = 0; i < outline.size(); i++)
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{
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points[i] = { outline[i]->pos.x, outline[i]->pos.y };
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points_ptr[i] = &points[i];
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}
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p2t::CDT* cdt = new p2t::CDT(points_ptr); // TODO: remove duplicates
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cdt->Triangulate();
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auto tr = cdt->GetTriangles();
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for (auto t : tr)
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{
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for (int i = 0; i < 3; i++)
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{
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auto index = std::distance(points.data(), t->GetPoint(i));
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ret.push_back(*outline[index]);
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}
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}
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}
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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void Layer::destroy()
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@@ -276,9 +276,6 @@ public:
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glm::vec3& hit_pos, glm::vec2& fb_pos, glm::vec3& hit_normal, int& out_plane_id);
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bool point_trace_plane(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
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glm::vec3& hit_pos, glm::vec3& hit_normal, glm::vec2& hit_fb_pos, int plane_id);
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std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices);
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std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points);
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std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points);
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void project2Dpoints(std::vector<vertex_t>& vertices);
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glm::vec3 project2Dpoint(glm::vec2 pt);
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std::vector<glm::vec2> face_to_shape2D(int plane_index);
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@@ -521,7 +521,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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m_shape.draw_fill();
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};
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// use m_shape to render the mask polygon
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auto v = Canvas::I->triangulate(poly_remove_duplicate(m_points2d));
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auto v = triangulate(poly_remove_duplicate(m_points2d));
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Canvas::I->project2Dpoints(v);
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m_shape.update_vertices(v.data(), (int)v.size());
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Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->m_smask);
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@@ -629,7 +629,7 @@ void CanvasModeMaskLine::leave()
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std::vector<vertex_t> points;
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for (int i = 0; i < (int)m_points2d.size(); i++)
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points.emplace_back(m_points2d[i]);
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auto v = Canvas::I->triangulate(poly_remove_duplicate(points));
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auto v = triangulate(poly_remove_duplicate(points));
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Canvas::I->project2Dpoints(v);
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LOG("%d points", (int)v.size());
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@@ -922,7 +922,7 @@ void CanvasModeTransform::enter(kCanvasMode prev)
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vertex_t(corners[1], { 1, 1 }),
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vertex_t(corners[3], { 0, 1 }),
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});
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auto shape3d = Canvas::I->triangulate(m_points_face[0]);
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auto shape3d = triangulate(m_points_face[0]);
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m_shape[0].update_vertices(shape3d.data(), shape3d.size());
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m_commit_on_leave = true;
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@@ -1028,7 +1028,7 @@ void CanvasModeTransform::enter(kCanvasMode prev)
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v.pos = center_mat * v.pos;
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}
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auto shape3d = Canvas::I->triangulate(m_points_face[plane]);
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auto shape3d = triangulate(m_points_face[plane]);
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m_shape[plane].update_vertices(shape3d.data(), shape3d.size());
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Canvas::I->m_layers[Canvas::I->m_current_layer_idx].m_rtt[plane].bindFramebuffer();
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@@ -138,6 +138,7 @@ void NodeCanvas::draw()
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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@@ -221,6 +222,9 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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@@ -353,6 +357,7 @@ void NodeCanvas::draw()
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glm::translate(glm::vec3(0, 0, -1.f));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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@@ -34,6 +34,7 @@ void NodeStrokePreview::init_controls()
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m_sampler.create(GL_LINEAR, GL_REPEAT);
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m_sampler_brush.create();
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m_sampler_brush.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
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m_brush_shape.create();
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// TextureManager::load("data/thumbs/Round-Hard.png");
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// Canvas::I->m_current_brush.m_tex_id = const_hash("data/thumbs/Round-Hard.png");
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}
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@@ -53,84 +54,367 @@ void NodeStrokePreview::clear_context()
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m_rtt.destroy();
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}
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void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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{
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gl_state gl;
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gl.save();
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m_rtt_mixer.bindFramebuffer();
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glViewport(0, 0, m_rtt_mixer.getWidth(), m_rtt_mixer.getHeight());
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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||||
|
||||
glScissor(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
|
||||
|
||||
const auto& b = m_brush;
|
||||
ShaderManager::use(kShader::CompDraw);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
|
||||
ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
ShaderManager::u_int(kShaderUniform::TexDual, 3);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
|
||||
//ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, false);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, false);
|
||||
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
|
||||
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
|
||||
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
|
||||
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_tex_background.bind();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex.bind();
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
m_tex_dual.bind();
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
if (b->m_pattern_texture)
|
||||
b->m_pattern_texture->bind();
|
||||
m_plane.draw_fill();
|
||||
|
||||
m_rtt_mixer.unbindFramebuffer();
|
||||
gl.restore();
|
||||
}
|
||||
|
||||
glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Texture2D& blend_tex)
|
||||
{
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
blend_tex.bind(); // bg, copy of framebuffer (copied before drawing)
|
||||
}
|
||||
|
||||
glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
|
||||
|
||||
glm::vec2 bb_min(size);
|
||||
glm::vec2 bb_max(0, 0);
|
||||
for (int j = 0; j < P.size(); j++)
|
||||
{
|
||||
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, xy(P[j].pos)));
|
||||
bb_max = glm::min(size, glm::max(bb_max, xy(P[j].pos)));
|
||||
}
|
||||
auto bb_sz = bb_max - bb_min;
|
||||
|
||||
glm::vec2 pad(1);
|
||||
glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad, { 0, 0 }, size);
|
||||
glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz) + pad * 2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(size) - tex_pos));
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, tex_pos.x, tex_pos.y,
|
||||
tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
|
||||
}
|
||||
|
||||
if (P.size() == 4)
|
||||
{
|
||||
static vertex_t rect[6];
|
||||
rect[0] = P[0];
|
||||
rect[1] = P[1];
|
||||
rect[2] = P[2];
|
||||
rect[3] = P[0];
|
||||
rect[4] = P[2];
|
||||
rect[5] = P[3];
|
||||
m_brush_shape.update_vertices(rect, 6);
|
||||
}
|
||||
m_brush_shape.draw_fill();
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
blend_tex.unbind();
|
||||
}
|
||||
|
||||
return glm::vec4(tex_pos, tex_pos + tex_sz);
|
||||
}
|
||||
|
||||
std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compute(Stroke& stroke) const
|
||||
{
|
||||
std::vector<StrokeFrame> ret;
|
||||
StrokeSample prev = stroke.m_prev_sample;
|
||||
auto samples = stroke.compute_samples();
|
||||
std::array<vertex_t, 4> B = {
|
||||
vertex_t{ {0, 0, 1, 1}, {0, 0}, {0, 0} },
|
||||
vertex_t{ {0, 0, 1, 1}, {0, 1}, {0, 1} },
|
||||
vertex_t{ {0, 0, 1, 1}, {1, 1}, {1, 1} },
|
||||
vertex_t{ {0, 0, 1, 1}, {1, 0}, {1, 0} },
|
||||
};
|
||||
for (const auto& s : samples)
|
||||
{
|
||||
if (!s.valid())
|
||||
continue;
|
||||
|
||||
ret.emplace_back();
|
||||
auto& f = ret.back();
|
||||
|
||||
glm::vec2 dx_mix(prev.size * 0.5f, 0), dy_mix(0, prev.size * 0.5f);
|
||||
glm::vec2 off_mix[4] = {
|
||||
-dx_mix - dy_mix, // A - bottom-left
|
||||
-dx_mix + dy_mix, // B - top-left
|
||||
+dx_mix + dy_mix, // C - top-right
|
||||
+dx_mix - dy_mix, // D - bottom-right
|
||||
};
|
||||
// P is the initial square centered at the cursor location
|
||||
glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);
|
||||
glm::vec2 off[4] = {
|
||||
-dx - dy, // A - bottom-left
|
||||
-dx + dy, // B - top-left
|
||||
+dx + dy, // C - top-right
|
||||
+dx - dy, // D - bottom-right
|
||||
};
|
||||
|
||||
glm::vec2 mixer_sz(m_rtt.getWidth(), m_rtt.getHeight());
|
||||
glm::vec2 mixer_bb_min(mixer_sz);
|
||||
glm::vec2 mixer_bb_max(0, 0);
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
auto p = (xy(prev.pos) + s.scale * off_mix[j] * glm::orientate2(-s.angle));
|
||||
mixer_bb_min = glm::max({ 0, 0 }, glm::min(mixer_bb_min, p));
|
||||
mixer_bb_max = glm::min(mixer_sz, glm::max(mixer_bb_max, p));
|
||||
|
||||
B[j].pos = glm::vec4(xy(s.pos) + s.scale * off[j] * glm::orientate2(-s.angle) - glm::vec2(0, 1), 1, 1);
|
||||
B[j].uvs2 = p / mixer_sz;
|
||||
}
|
||||
|
||||
f.m_mixer_rect = { glm::floor(mixer_bb_min), glm::ceil(mixer_bb_max - mixer_bb_min) };
|
||||
f.col = glm::vec4(s.col, 1);
|
||||
f.pressure = s.flow;
|
||||
f.shapes = B;
|
||||
|
||||
prev = s;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
void NodeStrokePreview::draw_stroke()
|
||||
{
|
||||
if (m_size.x == 0 || m_size.y == 0)
|
||||
return;
|
||||
|
||||
GLint vp[4];
|
||||
GLfloat cc[4];
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
|
||||
glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
|
||||
glm::mat4 ortho_proj = glm::ortho<float>(0, size.x, 0, size.y, -1, 1);
|
||||
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
|
||||
m_rtt.bindFramebuffer();
|
||||
m_sampler.bind(0);
|
||||
m_sampler.bind(1);
|
||||
m_sampler.bind(2);
|
||||
m_sampler.bind(3);
|
||||
m_sampler.bind(4);
|
||||
|
||||
const auto& b = m_brush;
|
||||
m_stroke.m_filter_points = false;
|
||||
m_stroke.m_max_size = m_size.y / 800.f * App::I.zoom;
|
||||
m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
|
||||
m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
|
||||
m_stroke.reset(true);
|
||||
m_stroke.start(b);
|
||||
|
||||
auto dual_brush = std::make_shared<Brush>();
|
||||
dual_brush->m_tip_flow = b->m_dual_flow;
|
||||
dual_brush->m_tip_opacity = b->m_dual_opacity;
|
||||
dual_brush->m_tip_flipx = b->m_dual_flipx;
|
||||
dual_brush->m_tip_flipy = b->m_dual_flipy;
|
||||
dual_brush->m_tip_invert = b->m_dual_invert;
|
||||
dual_brush->m_blend_mode = b->m_dual_blend_mode;
|
||||
dual_brush->m_tip_randflipx = b->m_dual_randflip;
|
||||
dual_brush->m_tip_randflipy = b->m_dual_randflip;
|
||||
dual_brush->m_tip_size = b->m_dual_size;
|
||||
dual_brush->m_tip_spacing = b->m_dual_spacing;
|
||||
dual_brush->m_jitter_spread = b->m_dual_scatter;
|
||||
dual_brush->m_jitter_angle = b->m_dual_rotate;
|
||||
dual_brush->m_tip_texture = b->m_dual_texture;
|
||||
m_dual_stroke.m_filter_points = false;
|
||||
m_dual_stroke.m_camera.fov = Canvas::I->m_cam_fov;
|
||||
m_dual_stroke.m_camera.rot = Canvas::I->m_cam_rot;
|
||||
m_dual_stroke.reset(true);
|
||||
m_dual_stroke.start(dual_brush);
|
||||
|
||||
{
|
||||
GLint vp[4];
|
||||
GLfloat cc[4];
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
|
||||
glEnable(GL_BLEND);
|
||||
glm::mat4 proj = glm::ortho<float>(0, (float)m_rtt.getWidth(), 0, (float)m_rtt.getHeight(), -1, 1);
|
||||
|
||||
const auto& b = m_brush;
|
||||
m_stroke.m_filter_points = false;
|
||||
m_stroke.m_max_size = m_size.y / 800.f * App::I.zoom;
|
||||
m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
|
||||
m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
|
||||
m_stroke.reset();
|
||||
m_stroke.start(b);
|
||||
if (!m_stroke.m_keypoints.empty())
|
||||
m_stroke.m_prev_sample.origin = m_stroke.m_keypoints[0].pos;
|
||||
auto samples = m_stroke.compute_samples();
|
||||
auto& tex = *b->m_tip_texture;
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
tex.bind();
|
||||
m_sampler_brush.bind(0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (b->m_pattern_texture && b->m_pattern_enabled)
|
||||
b->m_pattern_texture->bind();
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
m_sampler.bind(1);
|
||||
|
||||
if (true)
|
||||
float w = m_size.x;
|
||||
float h = m_size.y;
|
||||
float pad = m_size.x * .15f;
|
||||
std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
ShaderManager::use(kShader::BrushStroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 1); // stencil
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
|
||||
m_mesh.draw(samples, proj);
|
||||
float t = (float)i / 20.f;
|
||||
float p = 1.f - glm::abs(t * 2.f - 1.f);
|
||||
m_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
|
||||
m_dual_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
|
||||
}
|
||||
//else
|
||||
//{
|
||||
// ShaderManager::use("stroke");
|
||||
// ShaderManager::u_vec4(kShaderUniform::Col, m_brush->m_tip_color);
|
||||
// ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
// for (const auto& s : samples)
|
||||
// {
|
||||
// auto mvp = proj *
|
||||
// glm::translate(glm::vec3(s.pos, 0)) *
|
||||
// glm::scale(glm::vec3(s.size, s.size, 1)) *
|
||||
// glm::eulerAngleZ(s.angle);
|
||||
// ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
// ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
||||
// m_plane.draw_fill();
|
||||
// }
|
||||
//}
|
||||
|
||||
m_sampler_brush.unbind();
|
||||
m_sampler.unbind();
|
||||
tex.unbind();
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
|
||||
ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
|
||||
//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, size);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && b->m_pattern_eachsample);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
|
||||
|
||||
// DRAW DUAL BRUSH
|
||||
|
||||
if (b->m_dual_enabled)
|
||||
{
|
||||
m_rtt.clear();
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, false);
|
||||
ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
|
||||
ShaderManager::u_float(kShaderUniform::Wet, 0);
|
||||
ShaderManager::u_float(kShaderUniform::Noise, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
dual_brush->m_tip_texture->bind();
|
||||
auto frames_dual = stroke_draw_compute(m_dual_stroke);
|
||||
for (auto& f : frames_dual)
|
||||
{
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, f.col);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
|
||||
auto rect = stroke_draw_samples(f.shapes, m_tex_dual);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
dual_brush->m_tip_texture->unbind();
|
||||
|
||||
// copy raw stroke to tex
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex_dual.bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
|
||||
}
|
||||
|
||||
// DRAW MAIN BRUSH
|
||||
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_float(kShaderUniform::MixAlpha, b->m_tip_mix);
|
||||
ShaderManager::u_float(kShaderUniform::Wet, b->m_tip_wet);
|
||||
ShaderManager::u_float(kShaderUniform::Noise, b->m_tip_noise);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
b->m_tip_texture->bind();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex.bind(); // tmp swap for blending
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (b->m_pattern_texture)
|
||||
b->m_pattern_texture->bind();
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
m_rtt_mixer.bindTexture();
|
||||
auto frames = stroke_draw_compute(m_stroke);
|
||||
m_rtt.clear();
|
||||
for (auto& f : frames)
|
||||
{
|
||||
if (b->m_tip_mix > 0.f)
|
||||
{
|
||||
stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
|
||||
}
|
||||
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, f.col);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
|
||||
auto rect = stroke_draw_samples(f.shapes, m_tex);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
m_rtt_mixer.unbindTexture();
|
||||
|
||||
// copy raw stroke to tex
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex.bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
|
||||
|
||||
// CHEKCERBOARD
|
||||
|
||||
// copy background color to tex2
|
||||
ShaderManager::use(kShader::Checkerboard);
|
||||
ShaderManager::u_int(kShaderUniform::Colorize, b->m_tip_mix > 0.f);
|
||||
float aspect = size.x / size.y;
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f / aspect, .5f / aspect, -1.f, 1.f));
|
||||
m_plane.draw_fill();
|
||||
m_tex_background.bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
|
||||
|
||||
// COMPOSITE
|
||||
|
||||
ShaderManager::use(kShader::CompDraw);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
|
||||
ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
ShaderManager::u_int(kShaderUniform::TexDual, 3);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
|
||||
//ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, false);
|
||||
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
|
||||
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
|
||||
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
|
||||
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
|
||||
|
||||
m_sampler.bind(0);
|
||||
m_sampler.bind(1);
|
||||
m_sampler.bind(2);
|
||||
m_sampler.bind(3);
|
||||
m_sampler.bind(4);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_tex_background.bind();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex.bind();
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
m_tex_dual.bind();
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
if (b->m_pattern_texture)
|
||||
b->m_pattern_texture->bind();
|
||||
m_plane.draw_fill();
|
||||
|
||||
m_rtt.unbindFramebuffer();
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
}
|
||||
|
||||
void NodeStrokePreview::draw()
|
||||
{
|
||||
//glEnable(GL_BLEND);
|
||||
ShaderManager::use(kShader::Texture);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
@@ -149,19 +433,33 @@ void NodeStrokePreview::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
|
||||
float pad = m_size.x * .15f;
|
||||
new_size *= root()->m_zoom;
|
||||
|
||||
m_rtt.destroy();
|
||||
m_rtt.create((int)new_size.x, (int)new_size.y);
|
||||
m_rtt_mixer.create((int)new_size.x, (int)new_size.y);
|
||||
m_tex.create((int)new_size.x, (int)new_size.y);
|
||||
m_tex_dual.create((int)new_size.x, (int)new_size.y);
|
||||
m_tex_background.create((int)new_size.x, (int)new_size.y);
|
||||
|
||||
float w = new_size.x;
|
||||
float h = new_size.y;
|
||||
std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
|
||||
m_stroke.m_filter_points = false;
|
||||
m_stroke.m_max_size = m_size.y / 800.f * App::I.zoom;
|
||||
m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
|
||||
m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
|
||||
m_stroke.reset(true);
|
||||
m_stroke.start(m_brush);
|
||||
m_dual_stroke.m_filter_points = false;
|
||||
//m_dual_stroke.m_max_size = m_size.y / 800.f * App::I.zoom;
|
||||
m_dual_stroke.m_camera.fov = Canvas::I->m_cam_fov;
|
||||
m_dual_stroke.m_camera.rot = Canvas::I->m_cam_rot;
|
||||
m_dual_stroke.reset(true);
|
||||
m_dual_stroke.start(m_brush);
|
||||
std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
float t = (float)i / 20.f;
|
||||
float p = 1.f - glm::abs(t * 2.f - 1.f);
|
||||
m_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
|
||||
m_dual_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
|
||||
}
|
||||
|
||||
draw_stroke();
|
||||
|
||||
@@ -6,13 +6,28 @@
|
||||
|
||||
class NodeStrokePreview : public NodeBorder
|
||||
{
|
||||
struct StrokeFrame
|
||||
{
|
||||
glm::vec4 col;
|
||||
float pressure;
|
||||
std::array<vertex_t, 4> shapes;
|
||||
glm::vec4 m_mixer_rect;
|
||||
};
|
||||
|
||||
RTT m_rtt;
|
||||
RTT m_rtt_mixer;
|
||||
Texture2D m_tex; // blending tmp texture
|
||||
Texture2D m_tex_dual;
|
||||
Texture2D m_tex_background;
|
||||
Sampler m_sampler;
|
||||
Sampler m_sampler_brush;
|
||||
BrushMesh m_mesh;
|
||||
DynamicShape m_brush_shape;
|
||||
public:
|
||||
std::shared_ptr<Brush> m_brush;
|
||||
std::shared_ptr<Brush> m_dual_brush;
|
||||
Stroke m_stroke;
|
||||
Stroke m_dual_stroke;
|
||||
std::vector<glm::vec2> m_bez_points;
|
||||
virtual Node* clone_instantiate() const override;
|
||||
virtual void clone_copy(Node* dest) const override;
|
||||
@@ -21,6 +36,10 @@ public:
|
||||
void init_controls();
|
||||
virtual void restore_context() override;
|
||||
virtual void clear_context() override;
|
||||
void stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz);
|
||||
// return rect {origin, size}
|
||||
glm::vec4 stroke_draw_samples(std::array<vertex_t, 4>& P, Texture2D& blend_tex);
|
||||
std::vector<StrokeFrame> stroke_draw_compute(Stroke& stroke) const;
|
||||
void draw_stroke();
|
||||
virtual void draw() override;
|
||||
virtual void handle_resize(glm::vec2 old_size, glm::vec2 new_size) override;
|
||||
|
||||
@@ -37,6 +37,10 @@ enum class kShaderUniform : uint16_t
|
||||
LightDir = const_hash("light_dir"),
|
||||
Mode = const_hash("mode"),
|
||||
Ambient = const_hash("ambient"),
|
||||
PatternScale = const_hash("pattern_scale"),
|
||||
PatternBright = const_hash("pattern_bright"),
|
||||
PatternContrast = const_hash("pattern_contr"),
|
||||
Colorize = const_hash("colorize"),
|
||||
};
|
||||
|
||||
enum class kShader : uint16_t
|
||||
|
||||
171
src/util.cpp
171
src/util.cpp
@@ -1,6 +1,7 @@
|
||||
#include "pch.h"
|
||||
#include "log.h"
|
||||
#include "util.h"
|
||||
#include <poly2tri.h>
|
||||
|
||||
template<>
|
||||
std::vector<vertex_t> poly_remove_duplicate<vertex_t>(const std::vector<vertex_t>& v, const float tollerance)
|
||||
@@ -236,6 +237,176 @@ std::vector<glm::vec3> poly_clip_near(const std::vector<glm::vec3>& poly, float
|
||||
return poly_remove_duplicate(ret);
|
||||
}
|
||||
|
||||
|
||||
std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices)
|
||||
{
|
||||
std::vector<vertex_t> ret;
|
||||
std::vector<p2t::Point> points(vertices.size());
|
||||
std::vector<p2t::Point*> points_ptr(vertices.size());
|
||||
for (size_t i = 0; i < vertices.size(); i++)
|
||||
{
|
||||
points[i] = { vertices[i].pos.x, vertices[i].pos.y };
|
||||
points_ptr[i] = &points[i];
|
||||
}
|
||||
|
||||
auto cdt = std::make_unique<p2t::CDT>(points_ptr);
|
||||
cdt->Triangulate();
|
||||
auto tr = cdt->GetTriangles();
|
||||
for (auto t : tr)
|
||||
{
|
||||
vertex_t vertex;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
auto index = std::distance(points.data(), t->GetPoint(i));
|
||||
ret.push_back(vertices[index]);
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points)
|
||||
{
|
||||
std::vector<vertex_t> tmp;
|
||||
for (auto pt : points)
|
||||
tmp.push_back(pt);
|
||||
return triangulate(tmp);
|
||||
}
|
||||
|
||||
std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points)
|
||||
{
|
||||
struct Segment
|
||||
{
|
||||
const vertex_t* a = nullptr;
|
||||
const vertex_t* b = nullptr;
|
||||
Segment* prev = nullptr;
|
||||
std::shared_ptr<Segment> next = nullptr;
|
||||
bool end = false;
|
||||
};
|
||||
std::vector<std::shared_ptr<vertex_t>> new_points;
|
||||
std::shared_ptr<Segment> root = std::make_shared<Segment>();
|
||||
std::shared_ptr<Segment> node = root;
|
||||
for (int i = 0; i < points.size(); i++)
|
||||
{
|
||||
node->a = &points[i];
|
||||
if (i == points.size() - 1)
|
||||
{
|
||||
node->b = &points[0];
|
||||
node->next = root;
|
||||
node->end = true;
|
||||
root->prev = node.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
node->b = &points[i + 1];
|
||||
node->next = std::make_shared<Segment>();
|
||||
node->next->prev = node.get();
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
node = root;
|
||||
std::stack<std::shared_ptr<Segment>> todo;
|
||||
std::vector<std::shared_ptr<Segment>> polys;
|
||||
todo.push(root);
|
||||
while (!todo.empty())
|
||||
{
|
||||
node = todo.top();
|
||||
todo.pop();
|
||||
polys.push_back(node);
|
||||
while (node)
|
||||
{
|
||||
std::shared_ptr<Segment> other = node->next;
|
||||
while (other)
|
||||
{
|
||||
if (node->a->pos == other->a->pos || node->a->pos == other->b->pos ||
|
||||
node->b->pos == other->a->pos || node->b->pos == other->b->pos)
|
||||
{
|
||||
other = other->end ? nullptr : other->next;
|
||||
continue;
|
||||
}
|
||||
glm::vec2 s0a(node->a->pos);
|
||||
glm::vec2 s0b(node->b->pos);
|
||||
glm::vec2 s1a(other->a->pos);
|
||||
glm::vec2 s1b(other->b->pos);
|
||||
glm::vec2 hit_uv;
|
||||
glm::vec2 is;
|
||||
if (segments_intersect(s0a, s0b, s1a, s1b, is, hit_uv))
|
||||
{
|
||||
new_points.push_back(std::make_unique<vertex_t>());
|
||||
auto p = new_points.back().get();
|
||||
p->pos = glm::lerp(node->a->pos, node->b->pos, hit_uv.x);
|
||||
p->uvs = glm::lerp(node->a->uvs, node->b->uvs, hit_uv.x);
|
||||
p->uvs2 = glm::lerp(node->a->uvs2, node->b->uvs2, hit_uv.x);
|
||||
auto poly_root = std::make_shared<Segment>();
|
||||
poly_root->a = p;
|
||||
poly_root->b = node->b;
|
||||
poly_root->next = node->next;
|
||||
todo.push(poly_root);
|
||||
other->a = p;
|
||||
node->b = p;
|
||||
auto poly_end = std::make_shared<Segment>();
|
||||
poly_end->a = other->prev->b;
|
||||
poly_end->b = p;
|
||||
poly_end->end = true;
|
||||
poly_end->prev = other->prev;
|
||||
other->prev->next = poly_end;
|
||||
other->prev = node.get();
|
||||
node->next = other;
|
||||
break;
|
||||
}
|
||||
other = other->end ? nullptr : other->next;
|
||||
}
|
||||
node = node->end ? nullptr : node->next;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<vertex_t> ret;
|
||||
for (auto poly : polys)
|
||||
{
|
||||
std::vector<const vertex_t*> outline;
|
||||
node = poly;
|
||||
while (node)
|
||||
{
|
||||
if (outline.empty() || // if empty insert right away
|
||||
outline.back() != node->a && // insert only if different than the last post
|
||||
(outline.front() != node->a || !node->end)) // if is the end check against the first one
|
||||
{
|
||||
outline.push_back(node->a);
|
||||
}
|
||||
auto current = node;
|
||||
node = node->end ? nullptr : node->next;
|
||||
current->next = nullptr;
|
||||
}
|
||||
|
||||
if (outline.size() > 2)
|
||||
{
|
||||
std::vector<p2t::Point> points(outline.size());
|
||||
std::vector<p2t::Point*> points_ptr(outline.size());
|
||||
for (size_t i = 0; i < outline.size(); i++)
|
||||
{
|
||||
points[i] = { outline[i]->pos.x, outline[i]->pos.y };
|
||||
points_ptr[i] = &points[i];
|
||||
}
|
||||
|
||||
p2t::CDT* cdt = new p2t::CDT(points_ptr); // TODO: remove duplicates
|
||||
cdt->Triangulate();
|
||||
auto tr = cdt->GetTriangles();
|
||||
for (auto t : tr)
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
auto index = std::distance(points.data(), t->GetPoint(i));
|
||||
ret.push_back(*outline[index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
glm::vec4 rand_color()
|
||||
{
|
||||
float r = (rand() % 256) / 256.f;
|
||||
|
||||
@@ -63,6 +63,9 @@ bool point_side(glm::vec2 a, glm::vec2 b, glm::vec2 p);
|
||||
std::vector<vertex_t> poly_intersect(const vertex_t* poly_begin, const vertex_t* poly_end, const std::vector<glm::vec2>& clip);
|
||||
std::vector<glm::vec2> poly_intersect(const std::vector<glm::vec2>& poly, const std::vector<glm::vec2>& clip);
|
||||
std::vector<glm::vec3> poly_clip_near(const std::vector<glm::vec3>& poly, float near_plane_distance);
|
||||
std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points);
|
||||
std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points);
|
||||
std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices);
|
||||
glm::vec4 rand_color();
|
||||
glm::vec3 convert_hsv2rgb(const glm::vec3 c);
|
||||
glm::vec3 convert_rgb2hsv(const glm::vec3 c);
|
||||
|
||||
Reference in New Issue
Block a user