improve brush preview
This commit is contained in:
@@ -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);
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const auto& b = m_brush;
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->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, 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_tex_background.bind();
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glActiveTexture(GL_TEXTURE1);
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m_tex.bind();
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glActiveTexture(GL_TEXTURE3);
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m_tex_dual.bind();
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glActiveTexture(GL_TEXTURE4);
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if (b->m_pattern_texture)
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b->m_pattern_texture->bind();
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m_plane.draw_fill();
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m_rtt_mixer.unbindFramebuffer();
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gl.restore();
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}
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glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Texture2D& blend_tex)
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{
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE1);
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blend_tex.bind(); // bg, copy of framebuffer (copied before drawing)
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}
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glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
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glm::vec2 bb_min(size);
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glm::vec2 bb_max(0, 0);
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for (int j = 0; j < P.size(); j++)
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{
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, xy(P[j].pos)));
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bb_max = glm::min(size, glm::max(bb_max, xy(P[j].pos)));
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad, { 0, 0 }, size);
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz) + pad * 2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(size) - tex_pos));
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
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}
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if (P.size() == 4)
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{
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static vertex_t rect[6];
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rect[0] = P[0];
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rect[1] = P[1];
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rect[2] = P[2];
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rect[3] = P[0];
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rect[4] = P[2];
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rect[5] = P[3];
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m_brush_shape.update_vertices(rect, 6);
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}
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m_brush_shape.draw_fill();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE1);
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blend_tex.unbind();
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}
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return glm::vec4(tex_pos, tex_pos + tex_sz);
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}
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std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compute(Stroke& stroke) const
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{
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std::vector<StrokeFrame> ret;
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StrokeSample prev = stroke.m_prev_sample;
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auto samples = stroke.compute_samples();
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std::array<vertex_t, 4> B = {
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vertex_t{ {0, 0, 1, 1}, {0, 0}, {0, 0} },
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vertex_t{ {0, 0, 1, 1}, {0, 1}, {0, 1} },
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vertex_t{ {0, 0, 1, 1}, {1, 1}, {1, 1} },
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vertex_t{ {0, 0, 1, 1}, {1, 0}, {1, 0} },
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};
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for (const auto& s : samples)
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{
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if (!s.valid())
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continue;
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ret.emplace_back();
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auto& f = ret.back();
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glm::vec2 dx_mix(prev.size * 0.5f, 0), dy_mix(0, prev.size * 0.5f);
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glm::vec2 off_mix[4] = {
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-dx_mix - dy_mix, // A - bottom-left
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-dx_mix + dy_mix, // B - top-left
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+dx_mix + dy_mix, // C - top-right
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+dx_mix - dy_mix, // D - bottom-right
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};
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// P is the initial square centered at the cursor location
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glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);
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glm::vec2 off[4] = {
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-dx - dy, // A - bottom-left
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-dx + dy, // B - top-left
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+dx + dy, // C - top-right
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+dx - dy, // D - bottom-right
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};
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glm::vec2 mixer_sz(m_rtt.getWidth(), m_rtt.getHeight());
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glm::vec2 mixer_bb_min(mixer_sz);
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glm::vec2 mixer_bb_max(0, 0);
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for (int j = 0; j < 4; j++)
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{
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auto p = (xy(prev.pos) + s.scale * off_mix[j] * glm::orientate2(-s.angle));
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mixer_bb_min = glm::max({ 0, 0 }, glm::min(mixer_bb_min, p));
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mixer_bb_max = glm::min(mixer_sz, glm::max(mixer_bb_max, p));
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B[j].pos = glm::vec4(xy(s.pos) + s.scale * off[j] * glm::orientate2(-s.angle) - glm::vec2(0, 1), 1, 1);
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B[j].uvs2 = p / mixer_sz;
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}
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f.m_mixer_rect = { glm::floor(mixer_bb_min), glm::ceil(mixer_bb_max - mixer_bb_min) };
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f.col = glm::vec4(s.col, 1);
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f.pressure = s.flow;
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f.shapes = B;
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prev = s;
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}
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return ret;
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}
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void NodeStrokePreview::draw_stroke()
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{
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if (m_size.x == 0 || m_size.y == 0)
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return;
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
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glm::mat4 ortho_proj = glm::ortho<float>(0, size.x, 0, size.y, -1, 1);
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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m_rtt.bindFramebuffer();
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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m_sampler.bind(3);
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m_sampler.bind(4);
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const auto& b = m_brush;
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m_stroke.m_filter_points = false;
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m_stroke.m_max_size = m_size.y / 800.f * App::I.zoom;
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m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
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m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
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m_stroke.reset(true);
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m_stroke.start(b);
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auto dual_brush = std::make_shared<Brush>();
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dual_brush->m_tip_flow = b->m_dual_flow;
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dual_brush->m_tip_opacity = b->m_dual_opacity;
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dual_brush->m_tip_flipx = b->m_dual_flipx;
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dual_brush->m_tip_flipy = b->m_dual_flipy;
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dual_brush->m_tip_invert = b->m_dual_invert;
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dual_brush->m_blend_mode = b->m_dual_blend_mode;
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dual_brush->m_tip_randflipx = b->m_dual_randflip;
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dual_brush->m_tip_randflipy = b->m_dual_randflip;
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dual_brush->m_tip_size = b->m_dual_size;
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dual_brush->m_tip_spacing = b->m_dual_spacing;
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dual_brush->m_jitter_spread = b->m_dual_scatter;
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dual_brush->m_jitter_angle = b->m_dual_rotate;
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dual_brush->m_tip_texture = b->m_dual_texture;
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m_dual_stroke.m_filter_points = false;
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m_dual_stroke.m_camera.fov = Canvas::I->m_cam_fov;
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m_dual_stroke.m_camera.rot = Canvas::I->m_cam_rot;
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m_dual_stroke.reset(true);
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m_dual_stroke.start(dual_brush);
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{
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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glEnable(GL_BLEND);
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glm::mat4 proj = glm::ortho<float>(0, (float)m_rtt.getWidth(), 0, (float)m_rtt.getHeight(), -1, 1);
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const auto& b = m_brush;
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m_stroke.m_filter_points = false;
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m_stroke.m_max_size = m_size.y / 800.f * App::I.zoom;
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m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
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m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
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m_stroke.reset();
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m_stroke.start(b);
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if (!m_stroke.m_keypoints.empty())
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m_stroke.m_prev_sample.origin = m_stroke.m_keypoints[0].pos;
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auto samples = m_stroke.compute_samples();
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auto& tex = *b->m_tip_texture;
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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m_sampler_brush.bind(0);
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glActiveTexture(GL_TEXTURE1);
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if (b->m_pattern_texture && b->m_pattern_enabled)
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b->m_pattern_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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m_sampler.bind(1);
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if (true)
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float w = m_size.x;
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float h = m_size.y;
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float pad = m_size.x * .15f;
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std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
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for (int i = 0; i < 20; i++)
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{
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ShaderManager::use(kShader::BrushStroke);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexPattern, 1); // stencil
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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m_mesh.draw(samples, proj);
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float t = (float)i / 20.f;
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float p = 1.f - glm::abs(t * 2.f - 1.f);
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m_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
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m_dual_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
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}
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//else
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//{
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// ShaderManager::use("stroke");
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// ShaderManager::u_vec4(kShaderUniform::Col, m_brush->m_tip_color);
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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// for (const auto& s : samples)
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// {
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// auto mvp = proj *
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// glm::translate(glm::vec3(s.pos, 0)) *
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// glm::scale(glm::vec3(s.size, s.size, 1)) *
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// glm::eulerAngleZ(s.angle);
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// ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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// ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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// m_plane.draw_fill();
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// }
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//}
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m_sampler_brush.unbind();
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m_sampler.unbind();
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tex.unbind();
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glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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}
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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if (!ShaderManager::ext_framebuffer_fetch)
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ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
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ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
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ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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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, ortho_proj);
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// DRAW DUAL BRUSH
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if (b->m_dual_enabled)
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{
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m_rtt.clear();
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->bind();
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auto frames_dual = stroke_draw_compute(m_dual_stroke);
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for (auto& f : frames_dual)
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{
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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auto rect = stroke_draw_samples(f.shapes, m_tex_dual);
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}
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->unbind();
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// copy raw stroke to tex
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glActiveTexture(GL_TEXTURE1);
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m_tex_dual.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
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}
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// DRAW MAIN BRUSH
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_float(kShaderUniform::MixAlpha, b->m_tip_mix);
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ShaderManager::u_float(kShaderUniform::Wet, b->m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, b->m_tip_noise);
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glActiveTexture(GL_TEXTURE0);
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b->m_tip_texture->bind();
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glActiveTexture(GL_TEXTURE1);
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m_tex.bind(); // tmp swap for blending
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glActiveTexture(GL_TEXTURE2);
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if (b->m_pattern_texture)
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b->m_pattern_texture->bind();
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glActiveTexture(GL_TEXTURE3);
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m_rtt_mixer.bindTexture();
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auto frames = stroke_draw_compute(m_stroke);
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m_rtt.clear();
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for (auto& f : frames)
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{
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if (b->m_tip_mix > 0.f)
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{
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stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
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}
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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auto rect = stroke_draw_samples(f.shapes, m_tex);
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}
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glActiveTexture(GL_TEXTURE3);
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m_rtt_mixer.unbindTexture();
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// copy raw stroke to tex
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glActiveTexture(GL_TEXTURE1);
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m_tex.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
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// CHEKCERBOARD
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// copy background color to tex2
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, b->m_tip_mix > 0.f);
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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();
|
||||
|
||||
Reference in New Issue
Block a user