improve brush preview

This commit is contained in:
2019-02-19 11:33:41 +01:00
parent e4ee87e4c6
commit 08cca154b7
11 changed files with 612 additions and 246 deletions

View File

@@ -63,6 +63,24 @@
" return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"\
"}\n"
#define SHADER_FUNCTION_COLOR \
"mediump vec3 brightness3(mediump vec3 c, mediump float val) {\n"\
" return c + vec3(val * 2.0 - 1.0);\n"\
"}\n"\
"mediump vec3 contrast3(mediump vec3 c, mediump float val) {\n"\
" val = val * 2.0 - 1.0;\n"\
" mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));\n"\
" return factor * (c - 0.5) + 0.5;\n"\
"}\n"\
"mediump float brightness1(mediump float c, mediump float val) {\n"\
" return c + (val * 2.0 - 1.0);\n"\
"}\n"\
"mediump float contrast1(mediump float c, mediump float val) {\n"\
" val = val * 2.0 - 1.0;\n"\
" mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));\n"\
" return factor * (c - 0.5) + 0.5;\n"\
"}\n"
// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
#define SHADER_FUNCTION_RAND \
"highp float rand(mediump vec2 co)\n"\
@@ -226,6 +244,9 @@ void App::initShaders()
"uniform mediump int blend_mode;\n"
"uniform mediump int dual_blend_mode;\n"
"uniform mediump vec2 resolution;\n"
"uniform mediump vec2 pattern_scale;\n"
"uniform mediump float pattern_bright;\n"
"uniform mediump float pattern_contr;\n"
"uniform bool lock;\n"
"uniform bool mask;\n"
"uniform bool fragUV2;\n"
@@ -236,12 +257,18 @@ void App::initShaders()
SHADER_FUNCTION_BLUR
SHADER_FUNCTION_BLEND
SHADER_FUNCTION_BLEND_STROKE
SHADER_FUNCTION_COLOR
"void main() {\n"
" mediump vec2 uv2 = fragUV2 ? (gl_FragCoord.st / resolution) : uv;\n"
" mediump vec4 base = texture(tex, uv2);\n"
" mediump vec4 stroke = texture(tex_stroke, uv);\n"
" if (use_pattern){\n"
" stroke.a *= 1.0 - texture(tex_pattern, uv2 * 5.0).r * pattern_alpha;\n"
" mediump float patt = texture(tex_pattern, uv2 * pattern_scale * 10.0).r;\n"
" if (pattern_bright != 0.5)\n"
" patt = brightness1(patt, pattern_bright);\n"
" if (pattern_contr != 0.5)\n"
" patt = contrast1(patt, pattern_contr);\n"
" stroke.a = mix(stroke.a, stroke.a * patt, pattern_alpha);\n"
" }\n"
" if (use_dual){\n"
" mediump vec4 dual = texture(tex_dual, uv);\n"
@@ -453,6 +480,7 @@ void App::initShaders()
"}\n";
static const char* shader_checkerboard_f =
SHADER_VERSION
"uniform bool colorize;\n"
"in mediump vec2 uv;\n"
"out mediump vec4 frag;\n"
"void main() {\n"
@@ -460,7 +488,8 @@ void App::initShaders()
" const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);\n"
" mediump vec2 c = floor(fract(uv * 10.0) * 2.0);\n"
" mediump float alpha = mix(c.x, 1.0 - c.x, c.y);\n"
" frag = mix(c1, c2, alpha);\n"
" if (colorize) frag = mix(c1, c2, alpha) * vec4(fract(uv.x * 5.0), uv.y, 1.0, 1.0);\n"
" else frag = mix(c1, c2, alpha);\n"
"}\n";
static const char* shader_equirect_v =

View File

@@ -33,6 +33,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
@@ -102,6 +103,10 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);

View File

@@ -798,6 +798,9 @@ void Canvas::stroke_commit()
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_tex2[i].bind();
@@ -1007,7 +1010,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern,false);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
glActiveTexture(GL_TEXTURE0);
m_tex2[i].bind();
@@ -2517,174 +2520,6 @@ void Canvas::set_camera(const CameraData& c)
m_vp = c.m_vp;
}
std::vector<vertex_t> Canvas::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> Canvas::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> Canvas::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;
}
///////////////////////////////////////////////////////////////////////////////////////////
void Layer::destroy()

View File

@@ -276,9 +276,6 @@ public:
glm::vec3& hit_pos, glm::vec2& fb_pos, glm::vec3& hit_normal, int& out_plane_id);
bool point_trace_plane(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
glm::vec3& hit_pos, glm::vec3& hit_normal, glm::vec2& hit_fb_pos, int plane_id);
std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices);
std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points);
std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points);
void project2Dpoints(std::vector<vertex_t>& vertices);
glm::vec3 project2Dpoint(glm::vec2 pt);
std::vector<glm::vec2> face_to_shape2D(int plane_index);

View File

@@ -521,7 +521,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
m_shape.draw_fill();
};
// use m_shape to render the mask polygon
auto v = Canvas::I->triangulate(poly_remove_duplicate(m_points2d));
auto v = triangulate(poly_remove_duplicate(m_points2d));
Canvas::I->project2Dpoints(v);
m_shape.update_vertices(v.data(), (int)v.size());
Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->m_smask);
@@ -629,7 +629,7 @@ void CanvasModeMaskLine::leave()
std::vector<vertex_t> points;
for (int i = 0; i < (int)m_points2d.size(); i++)
points.emplace_back(m_points2d[i]);
auto v = Canvas::I->triangulate(poly_remove_duplicate(points));
auto v = triangulate(poly_remove_duplicate(points));
Canvas::I->project2Dpoints(v);
LOG("%d points", (int)v.size());
@@ -922,7 +922,7 @@ void CanvasModeTransform::enter(kCanvasMode prev)
vertex_t(corners[1], { 1, 1 }),
vertex_t(corners[3], { 0, 1 }),
});
auto shape3d = Canvas::I->triangulate(m_points_face[0]);
auto shape3d = triangulate(m_points_face[0]);
m_shape[0].update_vertices(shape3d.data(), shape3d.size());
m_commit_on_leave = true;
@@ -1028,7 +1028,7 @@ void CanvasModeTransform::enter(kCanvasMode prev)
v.pos = center_mat * v.pos;
}
auto shape3d = Canvas::I->triangulate(m_points_face[plane]);
auto shape3d = triangulate(m_points_face[plane]);
m_shape[plane].update_vertices(shape3d.data(), shape3d.size());
Canvas::I->m_layers[Canvas::I->m_current_layer_idx].m_rtt[plane].bindFramebuffer();

View File

@@ -138,6 +138,7 @@ void NodeCanvas::draw()
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
@@ -221,6 +222,9 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
@@ -353,6 +357,7 @@ void NodeCanvas::draw()
glm::translate(glm::vec3(0, 0, -1.f));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}

View File

@@ -34,6 +34,7 @@ void NodeStrokePreview::init_controls()
m_sampler.create(GL_LINEAR, GL_REPEAT);
m_sampler_brush.create();
m_sampler_brush.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
m_brush_shape.create();
// TextureManager::load("data/thumbs/Round-Hard.png");
// Canvas::I->m_current_brush.m_tex_id = const_hash("data/thumbs/Round-Hard.png");
}
@@ -53,84 +54,367 @@ void NodeStrokePreview::clear_context()
m_rtt.destroy();
}
void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
{
gl_state gl;
gl.save();
m_rtt_mixer.bindFramebuffer();
glViewport(0, 0, m_rtt_mixer.getWidth(), m_rtt_mixer.getHeight());
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
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();

View File

@@ -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;

View File

@@ -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

View File

@@ -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;

View File

@@ -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);