stencil in brush preview

This commit is contained in:
2017-10-22 19:58:20 +01:00
parent 856628162a
commit 2a92beca7b
6 changed files with 49 additions and 20 deletions

View File

@@ -23,18 +23,25 @@
//std::map<
int t_count = 0;
glm::vec2 t_pos;
int lock_count = 0;
NSThread* lock_thread;
@implementation GameViewController
- (void)async_lock
{
[gl_lock lock];
if (lock_thread != [NSThread currentThread] || lock_count == 0)
[gl_lock lock];
lock_thread = [NSThread currentThread];
lock_count++;
[EAGLContext setCurrentContext:self.context];
GLKView* view = (GLKView*)self.view;
//[view bindDrawable];
}
- (void)async_unlock
{
[gl_lock unlock];
lock_count--;
if (lock_count == 0)
[gl_lock unlock];
}
- (void)async_swap
{
@@ -100,11 +107,11 @@ glm::vec2 t_pos;
frame.size.height -= kbSize.height;
view.frame = frame;
[gl_lock lock];
[self async_lock];
App::I.resize(frame.size.width * view.contentScaleFactor,
frame.size.height * view.contentScaleFactor);
App::I.animate = false;
[gl_lock unlock];
[self async_unlock];
}
// Called when the UIKeyboardWillHideNotification is sent
@@ -112,21 +119,21 @@ glm::vec2 t_pos;
{
CGRect frame = [[UIScreen mainScreen] bounds];
self.view.frame = frame;
[gl_lock lock];
[self async_lock];
App::I.resize(frame.size.width * self.view.contentScaleFactor,
frame.size.height * self.view.contentScaleFactor);
App::I.animate = true;
[gl_lock unlock];
[self async_unlock];
}
- (void)reset_touch
{
[gl_lock lock];
[self async_lock];
if (t_count == 2)
App::I.gesture_end();
else
App::I.mouse_cancel(0);
[gl_lock unlock];
[self async_unlock];
t_count = 0;
}
@@ -138,9 +145,9 @@ glm::vec2 t_pos;
float scale = self.view.contentScaleFactor;
kEventSource source = touch.type == UITouchType::UITouchTypeStylus ? kEventSource::Stylus : kEventSource::Touch;
[gl_lock lock];
[self async_lock];
App::I.mouse_down(0, touchLocation.x * scale, touchLocation.y * scale, touch.force, source);
[gl_lock unlock];
[self async_unlock];
t_count = 1;
t_pos = {touchLocation.x * scale, touchLocation.y * scale};
}
@@ -163,7 +170,7 @@ glm::vec2 t_pos;
p1 = glm::vec2(tl1.x * scale, tl1.y * scale);
}
[gl_lock lock];
[self async_lock];
if (n == 2)
{
if (t_count == 1)
@@ -192,7 +199,7 @@ glm::vec2 t_pos;
App::I.mouse_move(touchLocation.x * scale, touchLocation.y * scale, force, source);
}
}
[gl_lock unlock];
[self async_unlock];
t_pos = {tl0.x * scale, tl0.y * scale};
}
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
@@ -203,12 +210,12 @@ glm::vec2 t_pos;
kEventSource source = touch.type == UITouchType::UITouchTypeStylus ? kEventSource::Stylus : kEventSource::Touch;
[gl_lock lock];
[self async_lock];
if (t_count == 2)
App::I.gesture_end();
else
App::I.mouse_up(0, touchLocation.x * scale, touchLocation.y * scale, source);
[gl_lock unlock];
[self async_unlock];
t_count = 0;
t_pos = {touchLocation.x * scale, touchLocation.y * scale};
@@ -216,10 +223,10 @@ glm::vec2 t_pos;
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
[gl_lock lock];
[self async_lock];
App::I.resize(size.width * self.view.contentScaleFactor,
size.height * self.view.contentScaleFactor);
[gl_lock unlock];
[self async_unlock];
}
- (void)viewDidAppear:(BOOL)animated

View File

@@ -258,7 +258,7 @@ void App::initShaders()
#endif
"void main(){\n"
" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
" mediump float stencil = 1-(texture(tex_stencil, (uv2+stencil_offset) * 5.0).r * 0.9) * stencil_alpha;\n"
" mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset) * 2.0).r * 0.9) * stencil_alpha;\n"
" mediump float brush_alpha = ( 1.0 - texture(tex, uv/q).r ) * alpha;\n"
" mediump vec4 fg = vec4(col.rgb, brush_alpha);\n"
#ifdef __IOS__

View File

@@ -107,12 +107,18 @@ bool ui::BrushMesh::create()
static const char* shader_stroke_inst_f =
SHADER_VERSION
"uniform mediump sampler2D tex;"
"uniform mediump sampler2D tex_stencil;\n"
"uniform mediump vec4 col;"
"uniform mediump vec2 resolution;\n"
"uniform mediump vec2 stencil_offset;\n"
"uniform mediump float stencil_alpha;\n"
"in mediump float alpha;"
"in mediump vec3 uv;"
"out mediump vec4 frag;"
"void main(){"
" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
" mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset)).r * 0.9) * stencil_alpha;\n"
" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha * stencil;"
" frag = vec4(col.rgb, a);"
"}";

View File

@@ -242,7 +242,7 @@ void ui::Canvas::stroke_draw()
ShaderManager::u_int(kShaderUniform::TexStencil, 3); // stencil
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f));
//ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f));
ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
for (const auto& s : samples)
{

View File

@@ -29,7 +29,7 @@ void NodeStrokePreview::clone_finalize(Node* dest) const
void NodeStrokePreview::init_controls()
{
m_mesh.create();
m_sampler.create();
m_sampler.create(GL_LINEAR, GL_REPEAT);
m_sampler_brush.create();
m_sampler_brush.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
TextureManager::load("data/thumbs/Round-Hard.png");
@@ -74,14 +74,24 @@ void NodeStrokePreview::draw_stroke()
m_stroke.m_prev_sample.origin = m_stroke.m_keypoints[0].pos;
auto samples = m_stroke.compute_samples();
auto& tex = TextureManager::get(m_brush.m_tex_id);
glActiveTexture(GL_TEXTURE0);
tex.bind();
m_sampler_brush.bind(0);
auto& stencil = TextureManager::get(const_hash("data/paper.jpg"));
glActiveTexture(GL_TEXTURE1);
stencil.bind();
m_sampler.bind(1);
if (true)
{
m_mesh.shader.use();
m_mesh.shader.u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
m_mesh.shader.u_int(kShaderUniform::Tex, 0);
m_mesh.shader.u_int(kShaderUniform::TexStencil, 1); // stencil
m_mesh.shader.u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
m_mesh.shader.u_vec2(kShaderUniform::StencilOffset, glm::vec2(0));
m_mesh.shader.u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
m_mesh.draw(samples, proj);
}
//else
@@ -102,6 +112,7 @@ void NodeStrokePreview::draw_stroke()
//}
m_sampler_brush.unbind();
m_sampler.unbind();
tex.unbind();
glDisable(GL_BLEND);

View File

@@ -105,24 +105,29 @@ void Shader::use()
}
void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
{
if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name);
glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
}
void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
{
if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name);
glUniform2fv(m_umap[id], 1, glm::value_ptr(v));
}
void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
{
if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name);
glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
}
void Shader::u_int(kShaderUniform id, int i)
{
if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name);
glUniform1i(m_umap[id], i);
}
void Shader::u_float(kShaderUniform id, float f)
{
if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name);
glUniform1f(m_umap[id], f);
}
GLint ui::Shader::GetAttribLocation(const char* name)