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

@@ -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();