code cleanup and improve brush direction
This commit is contained in:
@@ -27,13 +27,15 @@
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"{ return mix(stroke.rgb, mix(base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n"\
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"mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)"\
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"{ return mix(stroke.rgb, mix(base.rgb, mix(2.0*base.rgb*stroke.rgb, 1.0-2.0*(1.0-base.rgb)*(1.0-stroke.rgb), floor(base.rgb*2.0)), stroke.a/alpha_tot), base.a/alpha_tot); }\n"\
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"mediump vec3 blend(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot, int mode) {\n"\
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" if (mode == 0) return blend_normal(base, stroke, alpha_tot);\n"\
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" else if (mode == 1) return blend_multiply(base, stroke, alpha_tot);\n"\
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" else if (mode == 2) return blend_screen(base, stroke, alpha_tot);\n"\
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" else if (mode == 3) return blend_colorDodge(base, stroke, alpha_tot);\n"\
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" else if (mode == 4) return blend_overlay(base, stroke, alpha_tot);\n"\
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" else return blend_multiply(base, stroke, alpha_tot);\n"\
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"mediump vec4 blend(mediump vec4 base, mediump vec4 stroke, int mode) {\n"\
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" mediump float contribution = (1.0 - base.a) * stroke.a;\n"\
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" mediump float alpha_tot = base.a + contribution;\n"\
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" if (mode == 0) return vec4(blend_normal(base, stroke, alpha_tot), alpha_tot);\n"\
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" else if (mode == 1) return vec4(blend_multiply(base, stroke, alpha_tot), alpha_tot);\n"\
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" else if (mode == 2) return vec4(blend_screen(base, stroke, alpha_tot), alpha_tot);\n"\
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" else if (mode == 3) return vec4(blend_colorDodge(base, stroke, alpha_tot), alpha_tot);\n"\
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" else if (mode == 4) return vec4(blend_overlay(base, stroke, alpha_tot), alpha_tot);\n"\
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" else return vec4(1, 0, 0, 1);\n"\
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"}\n"
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#define SHADER_FUNCTION_HSV \
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@@ -115,9 +117,8 @@ void App::initShaders()
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"#endif\n"
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" mediump vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);\n"
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" if (fg.a == 0.0) { frag = bg; return; }\n"
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" mediump float contribution = (1.0 - bg.a) * fg.a;\n"
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" mediump float alpha_tot = bg.a + contribution;\n"
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" frag = vec4(blend(bg, fg, alpha_tot, blend_mode), alpha_tot * alpha);\n"
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" mediump vec4 blended = blend(bg, fg, blend_mode);\n"
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" frag = vec4(blended.rgb, blended.a * alpha);\n"
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"}\n";
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static const char* shader_uv_f =
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SHADER_VERSION
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@@ -207,14 +208,17 @@ void App::initShaders()
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex_stroke;\n"
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"uniform sampler2D tex_mask;\n"
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"uniform sampler2D tex_dual;\n"
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//"uniform sampler2D tex_stencil;\n"
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"uniform mediump float alpha;\n"
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"uniform mediump float stroke_alpha;\n"
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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 bool lock;\n"
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"uniform bool mask;\n"
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"uniform bool fragUV2;\n"
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"uniform bool useDual;\n"
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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SHADER_FUNCTION_BLUR
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@@ -225,10 +229,8 @@ void App::initShaders()
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" mediump vec4 stroke = texture(tex_stroke, uv);\n"
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" stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv2).r : stroke.a * stroke_alpha;\n"
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" if (!lock && base.a == 0.0) { frag = stroke * vec4(1.0, 1.0, 1.0, alpha); return; }\n"
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" mediump float contribution = (1.0 - base.a) * stroke.a;\n"
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" mediump float alpha_tot = base.a + contribution;\n"
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" mediump vec3 rgb = blend(base, stroke, alpha_tot, blend_mode);\n"
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" frag = vec4(rgb, (lock ? base.a : alpha_tot) * alpha);\n"
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" mediump vec4 blended = blend(base, stroke, blend_mode);\n"
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" frag = vec4(blended.rgb, (lock ? base.a : blended.a) * alpha);\n"
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"}\n";
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// TEXTURE ATLAS
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@@ -161,6 +161,7 @@ std::vector<StrokeSample> Stroke::compute_samples()
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{
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bool is_first = m_last_kp == 0;
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m_dist += m_step;
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m_dir_dist += m_step;
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while (m_dist > m_keypoints[m_last_kp + 1].dist)
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m_last_kp++;
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const auto& A = m_keypoints[m_last_kp];
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@@ -168,28 +169,41 @@ std::vector<StrokeSample> Stroke::compute_samples()
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float t = (m_dist - A.dist) / (B.dist - A.dist); // NOTE: must be A != B
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auto pos = glm::lerp(A.pos, B.pos, t);
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float pressure = glm::lerp(A.pressure, B.pressure, t);
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auto s = randomize_sample(pos, pressure, 0);
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if (s.valid())
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{
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if (m_brush->m_tip_angle_follow)
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{
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glm::vec2 v = s.origin - m_prev_sample.origin;
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if (v.length() > 0)
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if (m_dir_dist > m_dir_step)
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{
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m_direction.add((v));
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auto avg = m_direction.average();
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float curve_angle = -glm::orientedAngle(glm::normalize(avg), glm::vec2(1, 0));
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glm::vec2 v = glm::normalize(m_keypoints[m_last_kp].pos - m_keypoints[m_dir_kp].pos);
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m_dir_angle = -glm::orientedAngle(v, m_dir_ref);
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if (glm::abs(m_dir_angle) > glm::pi<float>() / 2.f || !m_dir_valid)
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{
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m_direction.clear();
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m_dir_ref = v;
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m_dir_ref_angle = -glm::orientedAngle(m_dir_ref, { 1, 0 });
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m_dir_angle = 0;
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}
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m_dir_kp = m_last_kp;
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m_dir_dist = 0;
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m_dir_valid = true;
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}
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// NOTE: average angles need correction for 0-360 discontinuity
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//m_curve_angles.add(curve_angle);
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//float avg = m_curve_angles.average();
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s.angle += curve_angle;
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if (m_dir_valid)
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{
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m_direction.add(m_dir_angle);
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s.angle += m_direction.average() + m_dir_ref_angle;
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m_prev_sample = s;
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samples.push_back(s);
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}
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}
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m_prev_sample = s;
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samples.push_back(s);
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else
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{
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m_prev_sample = s;
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samples.push_back(s);
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}
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}
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else
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{
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@@ -205,6 +219,10 @@ bool Stroke::has_sample()
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}
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void Stroke::reset(bool clear_keypoints /*= false*/)
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{
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m_dir_kp = 0;
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m_dir_angle = 0;
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m_dir_valid = false;
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m_dir_dist = 0;
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m_last_kp = 0;
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m_dist = 0.f;
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if (clear_keypoints)
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@@ -251,6 +269,10 @@ void Stroke::start(const std::shared_ptr<Brush>& brush)
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m_hsv_jitter.clear();
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m_last_kp = 0;
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m_dist = 0.f;
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m_dir_kp = 0;
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m_dir_angle = 0;
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m_dir_valid = false;
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m_dir_dist = 0;
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m_brush = brush;
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float size = glm::min(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), m_max_size);
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m_step = glm::max(m_brush->m_tip_spacing * size * 800.f, 1.f);
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@@ -96,6 +96,13 @@ public:
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float fov = 0;
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};
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int m_layer = 0;
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int m_dir_kp = 0;
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bool m_dir_valid = false;
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glm::vec2 m_dir_ref = { 1, 0 };
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float m_dir_ref_angle = 0;
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float m_dir_dist = 0;
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float m_dir_step = 10;
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float m_dir_angle = 0;
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float m_curve = 0;
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float m_dist = 0;
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float m_step = 0;
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@@ -103,7 +110,7 @@ public:
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bool m_filter_points = true;
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Camera m_camera;
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std::shared_ptr<Brush> m_brush;
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cbuffer<glm::vec2, 3> m_direction;
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cbuffer<float, 3> m_direction;
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cbuffer<float, 10> m_pressure_buff;
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cbuffer<glm::vec3, 3> m_hsv_jitter;
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StrokeSample m_prev_sample;
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142
src/canvas.cpp
142
src/canvas.cpp
@@ -210,18 +210,18 @@ void Canvas::stroke_cancel()
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}
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void Canvas::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_mixer.bindFramebuffer();
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float zoom = m_node->root()->m_zoom;
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glViewport(0, 0, m_mixer.getWidth(), m_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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m_mixer.clear({ 1, 1, 1, 0 });
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m_sampler.bind(0);
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m_sampler_linear.bind(1);
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auto layer_index = m_current_layer_idx;
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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@@ -237,36 +237,6 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::TextureAlphaSep);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_layers[layer_index].m_rtt[plane_index].bindTexture();
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m_node->m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE1);
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m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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glEnable(GL_BLEND);
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// glActiveTexture(GL_TEXTURE0);
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// m_tmp[plane_index].bindTexture();
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// glActiveTexture(GL_TEXTURE1);
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// m_tmp[plane_index].bindTexture();
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// m_node->m_face_plane.draw_fill();
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// glActiveTexture(GL_TEXTURE1);
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// m_tmp[plane_index].unbindTexture();
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// glActiveTexture(GL_TEXTURE0);
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// m_tmp[plane_index].unbindTexture();
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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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@@ -279,8 +249,8 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_current_stroke->m_brush->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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@@ -290,15 +260,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_smask.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (m_current_stroke->m_brush->m_stencil_texture)
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m_current_stroke->m_brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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m_node->m_face_plane.draw_fill();
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if (m_current_stroke->m_brush->m_stencil_texture)
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m_current_stroke->m_brush->m_stencil_texture->unbind();
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glActiveTexture(GL_TEXTURE2);
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m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_tmp[plane_index].unbindTexture();
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@@ -307,7 +269,8 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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}
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m_sampler.unbind();
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m_mixer.unbindFramebuffer();
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glDisable(GL_SCISSOR_TEST);
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gl.restore();
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}
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void Canvas::stroke_draw()
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{
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@@ -386,7 +349,6 @@ void Canvas::stroke_draw()
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m_mixer_idle = false;
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}
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static glm::vec2 UV2[4];
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glm::vec2 dx_mix(m_mixer_sample.size * 0.5f, 0), dy_mix(0, m_mixer_sample.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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@@ -402,60 +364,43 @@ void Canvas::stroke_draw()
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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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auto sz = glm::vec2(m_mixer.getWidth(), m_mixer.getHeight()) * m_mixer_scale;
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glm::vec2 bb_min(sz);
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glm::vec2 bb_max(0, 0);
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glm::vec2 mixer_sz(m_mixer.getWidth(), m_mixer.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(m_mixer_sample.pos) + off_mix[j] * glm::orientate2(-s.angle) + glm::vec2(0, 1));
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UV2[j] = p / sz;
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p));
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bb_max = glm::min(sz, glm::max(bb_max, p));
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auto p = (xy(m_mixer_sample.pos) + off_mix[j] * glm::orientate2(-s.angle) + glm::vec2(0, 1));
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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) + off[j] * glm::orientate2(-s.angle), 1, 1);
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B[j].uvs2 = UV2[j];
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B[j].uvs2 = p / mixer_sz;
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}
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auto bb_sz = bb_max - bb_min;
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if (m_brush->m_tip_mix > 0.f)
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{
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stroke_draw_mix(bb_min, bb_sz);
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glViewport(0, 0, m_width, m_height);
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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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m_sampler_bg.bind(1);
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m_sampler_stencil.bind(2);
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m_sampler.bind(3);
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//m_sampler_linear.bind(5);
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glActiveTexture(GL_TEXTURE2);
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if (m_brush->m_stencil_texture)
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m_brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE3);
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m_mixer.bindTexture();
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glDisable(GL_BLEND);
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stroke_draw_mix(mixer_bb_min, mixer_bb_max - mixer_bb_min);
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}
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for (int i = 0; i < 6; i++)
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{
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/*
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// check if plane is even visible
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glm::vec4 forward = m_mv * glm::vec4(0, 0, 1, 1);
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float dot = glm::dot(xyz(forward), m_plane_normal[i]);
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// TODO: use better threshold than 0.3
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// some trigonometric shit, tangent and stuff
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// if (dot < -0.3f)
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// continue;
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if (dot < -0.3f)
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continue;
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*/
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int intersected = 0;
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int inside = 0;
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// intersect P with the current face to clip diverging points from the plane
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auto P = poly_intersect(B, m_plane_shape[i]);
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glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
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for (int j = 0; j < P.size(); j++)
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{
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glm::vec3 ray_origin, ray_dir;
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@@ -481,12 +426,8 @@ void Canvas::stroke_draw()
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float hit_t;
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if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit, hit_t))
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{
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glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::abs(plane_local.x) < 1.5f && glm::abs(plane_local.y) < 1.5f)
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{
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inside++;
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}
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//P[j].uvs2 = xy(P[j].pos) / glm::vec2(App::I.width, App::I.height);
|
||||
P[j].pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
|
||||
P[j].pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
|
||||
@@ -510,7 +451,7 @@ void Canvas::stroke_draw()
|
||||
}
|
||||
}
|
||||
|
||||
if (intersected < 3 || inside == 0)
|
||||
if (intersected < 3)
|
||||
continue;
|
||||
|
||||
m_dirty_face[i] = true;
|
||||
@@ -541,10 +482,8 @@ void Canvas::stroke_draw()
|
||||
tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
|
||||
}
|
||||
|
||||
m_dirty_box[i] = glm::vec4(
|
||||
glm::min(xy(m_dirty_box[i]), (glm::vec2)tex_pos),
|
||||
glm::max(zw(m_dirty_box[i]), (glm::vec2)(tex_pos + tex_sz))
|
||||
);
|
||||
m_dirty_box[i] = glm::vec4(glm::min(xy(m_dirty_box[i]), (glm::vec2)tex_pos),
|
||||
glm::max(zw(m_dirty_box[i]), (glm::vec2)(tex_pos + tex_sz)));
|
||||
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
|
||||
@@ -573,33 +512,6 @@ void Canvas::stroke_draw()
|
||||
}
|
||||
m_brush_shape.draw_fill();
|
||||
|
||||
/*
|
||||
// draw sample wireframe
|
||||
std::vector<vertex_t> lines;
|
||||
for (int vi = 0; vi < P.size(); vi += 3)
|
||||
{
|
||||
auto a = P[vi];
|
||||
auto b = P[(vi + 1) % P.size()];
|
||||
auto c = P[(vi + 2) % P.size()];
|
||||
a.pos.z = b.pos.z = c.pos.z = 0;
|
||||
|
||||
lines.push_back(a);
|
||||
lines.push_back(b);
|
||||
|
||||
lines.push_back(b);
|
||||
lines.push_back(c);
|
||||
|
||||
lines.push_back(c);
|
||||
lines.push_back(a);
|
||||
}
|
||||
|
||||
ShaderManager::use(kShader::Color);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, { s.col, 1 });
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
|
||||
m_brush_shape.update_vertices(lines.data(), lines.size());
|
||||
m_brush_shape.draw_stroke();
|
||||
*/
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
|
||||
12
src/util.h
12
src/util.h
@@ -95,7 +95,7 @@ template<typename T, int N> struct cbuffer
|
||||
m_index = 0;
|
||||
m_count = 0;
|
||||
}
|
||||
T& head()
|
||||
const T& head() const
|
||||
{
|
||||
return m_index == 0 ? m_vec[m_count - 1] : m_vec[m_index - 1];
|
||||
}
|
||||
@@ -118,6 +118,16 @@ template<typename T, int N> struct cbuffer
|
||||
tot += m_vec[i];
|
||||
return tot / (float)m_count;
|
||||
}
|
||||
template<typename T2 = T> T2 average_threshold(T threshold) const
|
||||
{
|
||||
T2 tot{};
|
||||
if (m_count == 0)
|
||||
return tot;
|
||||
int n = 0;
|
||||
for (int i = 0; i < m_count; i++)
|
||||
tot += glm::abs(m_vec[i] - head()) < threshold ? 0 : m_vec[i], n++;
|
||||
return tot / (float)n;
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, int Max = 0>
|
||||
|
||||
Reference in New Issue
Block a user