fix border clamp problem, add tmp layer special blending on stroke commit

This commit is contained in:
2017-04-05 23:54:36 +01:00
parent 9a4fd5e5c9
commit 4d930b4429
4 changed files with 54 additions and 77 deletions

View File

@@ -159,15 +159,11 @@ void App::initShaders()
static const char* shader_stroke_v =
SHADER_VERSION
"uniform mat4 mvp;\n"
"uniform vec2 tof;\n"
"uniform vec2 tsz;\n"
"in vec4 pos;\n"
"in vec2 uvs;\n"
"out vec2 uv1;\n"
"out vec2 uv2;\n"
"out vec2 uv;\n"
"void main(){\n"
" uv1 = uvs;\n"
" uv2 = tof + tsz * uvs;\n"
" uv = uvs;\n"
" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
"}\n";
static const char* shader_stroke_f =
@@ -177,20 +173,15 @@ void App::initShaders()
"uniform mediump vec4 col;\n"
"uniform mediump vec2 resolution;\n"
"uniform mediump float alpha;\n"
"in mediump vec2 uv1;\n"
"in mediump vec2 uv2;\n"
"in mediump vec2 uv;\n"
"out mediump vec4 frag;\n"
"void main(){\n"
" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
" mediump float brush = ( 1.0 - texture(tex, uv1).r ) * alpha;\n"
" mediump float brush = ( 1.0 - texture(tex, uv).r ) * alpha;\n"
" mediump vec4 bg = texture(tex_bg, uv2);\n"
" mediump vec3 rgb = mix( bg.rgb, col.rgb, clamp( brush/(brush + bg.a), 0.0, 1.0 ) );\n"
" mediump float a = bg.a + (1.0 - bg.a) * brush;\n"
" frag = vec4(rgb, a);\n"
// " mediump vec4 bg = texture(tex_bg, uv.xy);"
// " mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
// " frag = bg;// * vec4(col.rgb, a);\n"
"}\n";
// STROKE LAYER BLEND
@@ -199,25 +190,26 @@ void App::initShaders()
"uniform mat4 mvp;"
"in vec4 pos;"
"in vec2 uvs;"
"out vec3 uv;"
"out vec2 uv;"
"void main(){"
" uv = vec3(uvs, pos.w);"
" uv = uvs;"
" gl_Position = mvp * vec4(pos.xyz, 1.0);"
"}";
static const char* shader_stroke_layer_f =
SHADER_VERSION
"uniform mediump sampler2D tex_fg;" // foreground
"uniform mediump sampler2D tex_bg;" // canvas
"uniform mediump float alpha;" // opacity
"in mediump vec3 uv;"
"out mediump vec4 frag;"
"void main(){"
" mediump vec4 c1 = texture2D(tex_fg, uv);"
" mediump vec4 c2 = texture2D(tex_bg, uv);"
" mediump float t = clamp(c1.a / (c1.a + c2.a), 0.0, 1.0));"
" mediump vec3 rgb = mix(c1.rgb, c2.rgb, t);"
" frag = vec4(rgb, c1.a + c2.a);"
"}";
"uniform mediump sampler2D tex;\n"
"uniform mediump sampler2D tex_bg;\n"
"uniform mediump vec2 resolution;\n"
"uniform mediump float alpha;\n"
"in mediump vec2 uv;\n"
"out mediump vec4 frag;\n"
"void main(){\n"
" mediump vec4 fg = texture(tex, uv);\n"
" mediump vec4 bg = texture(tex_bg, uv);\n"
" mediump vec3 rgb = mix( bg.rgb, fg.rgb, clamp( fg.a/(fg.a + bg.a), 0.0, 1.0 ) );\n"
" mediump float a = bg.a + (1.0 - bg.a) * fg.a;\n" // this can be optimized as lerp/mix(1, fg.a, bg.a)
" frag = vec4(rgb, a);\n"
"}\n";
LOG("initializing shaders");
if (!ShaderManager::create(kShader::Texture, shader_v, shader_f))

View File

@@ -25,7 +25,7 @@ void ui::Canvas::clear()
void ui::Canvas::stroke_end()
{
m_current_stroke = nullptr;
//stroke_commit();
stroke_commit();
m_show_tmp = false;
}
void ui::Canvas::stroke_draw()
@@ -33,7 +33,7 @@ void ui::Canvas::stroke_draw()
if (!(m_current_stroke && m_current_stroke->has_sample()))
return;
m_fb.bindFramebuffer();
m_tmp.bindFramebuffer();
GLint vp[4];
GLfloat cc[4];
@@ -48,9 +48,9 @@ void ui::Canvas::stroke_draw()
auto& tex = TextureManager::get(m_brush.m_tex_id);
tex.bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
glActiveTexture(GL_TEXTURE1);
m_tex.bind();
m_sampler_bg.bind(1);
if (m_use_instanced)
{
@@ -85,7 +85,7 @@ void ui::Canvas::stroke_draw()
mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
};
//auto mvp_inv = glm::translate(glm::vec3(0, m_height, 0)) * glm::inverse(proj * glm::scale(glm::vec3(1, -1, 1)));
auto mvp_inv = glm::inverse(proj);
glm::vec4 P2[4]{
mvp_inv * P[0],
@@ -102,30 +102,17 @@ void ui::Canvas::stroke_draw()
bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
}
auto bb_sz = bb_max - bb_min;
// TODO: use floor and ceil to round to pixel
glm::vec2 pad(0);
glm::vec2 pad(1);
glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
glm::ivec2 tex_sz = glm::clamp(glm::floor(bb_sz ) + pad, { 0, 0 }, { m_width, m_height });
glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, { m_width, m_height });
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
tex_pos.x, tex_pos.y,
tex_pos.x, tex_pos.y,
tex_sz.x, tex_sz.y);
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 10, 10, 10, 10, 200, 200);
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
// 0, 0,
// 0, 0,
// m_width, m_height);
//glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
// (int)floor(bb_min.x), (int)floor(bb_min.y),
// (int)ceil(bb_sz.x), (int)ceil(bb_sz.y), 0);
// auto tof = bb_min / glm::vec2(m_width, m_height);
// auto tsz = bb_sz / glm::vec2(m_width, m_height);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
// ShaderManager::u_vec2(kShaderUniform::Tof, tof);
// ShaderManager::u_vec2(kShaderUniform::Tsz, tsz);
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
//m_plane.update_vertices(P);
m_plane.draw_fill();
@@ -139,30 +126,21 @@ void ui::Canvas::stroke_draw()
tex.unbind();
glDisable(GL_BLEND);
m_fb.unbindFramebuffer();
// m_fb.bindFramebuffer();
// {
// m_tmp.bindTexture();
// m_sampler.bind(0);
// ShaderManager::use(ui::kShader::Texture);
// ShaderManager::u_int(kShaderUniform::Tex, 0);
// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
// m_plane.draw_fill();
// m_sampler.unbind();
// m_tmp.unbindTexture();
// }
// m_fb.unbindFramebuffer();
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
m_tmp.unbindFramebuffer();
}
void ui::Canvas::stroke_commit()
{
m_fb.bindFramebuffer();
// copy to tmp2 for layer blending
m_tex2.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tex2.unbind();
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
@@ -170,18 +148,26 @@ void ui::Canvas::stroke_commit()
glViewport(0, 0, m_width, m_height);
GLboolean blend = glIsEnabled(GL_BLEND);
if (!blend) glEnable(GL_BLEND);
glDisable(GL_BLEND);
m_tmp.bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2.bind();
m_sampler.bind(0);
ShaderManager::use(ui::kShader::Texture);
m_sampler_bg.bind(1);
ShaderManager::use(ui::kShader::StrokeLayer);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
//ShaderManager::u_float(kShaderUniform::Alpha, 1); // TODO: if using opacity in commit, update blending to match the preview when rendering m_tmp in NodeCanvas
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2.unbind();
glActiveTexture(GL_TEXTURE0);
m_tmp.unbindTexture();
if (!blend) glDisable(GL_BLEND);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
@@ -200,15 +186,9 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
m_current_stroke = &m_strokes.back();
m_tmp.bindFramebuffer();
m_tmp.clear({ 1, 1, 1, 0 });
m_tmp.clear({ 0, 0, 0, 0 });
m_tmp.unbindFramebuffer();
m_show_tmp = true;
// m_fb.bindFramebuffer();
// m_tex.bind();
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
// m_tex.unbind();
// m_fb.unbindFramebuffer();
}
void ui::Canvas::layer_add(std::string name)
{
@@ -222,6 +202,7 @@ void ui::Canvas::resize(int width, int height)
m_tmp.create(width, height);
m_fb.create(width, height);
m_tex.create(width, height);
m_tex2.create(width, height);
}
bool ui::Canvas::create(int width, int height)
{
@@ -230,8 +211,9 @@ bool ui::Canvas::create(int width, int height)
m_tmp.create(width, height);
m_fb.create(width, height);
m_tex.create(width, height);
m_sampler.create();
m_sampler_bg.create();
m_tex2.create(width, height); // TODO: destroy before recreating
m_sampler.create(GL_LINEAR, GL_CLAMP_TO_EDGE);
m_sampler_bg.create(GL_NEAREST, GL_CLAMP_TO_EDGE);
m_plane.create<1>(1, 1);
m_mesh.create();
return true;

View File

@@ -23,6 +23,7 @@ public:
RTT m_tmp;
RTT m_fb;
Texture2D m_tex;
Texture2D m_tex2;
Sampler m_sampler;
Sampler m_sampler_bg;

View File

@@ -1851,6 +1851,7 @@ class NodeCanvas : public Node
public:
std::unique_ptr<ui::Canvas> m_canvas;
ui::Brush m_brush;
Sampler m_sampler;
virtual Node* clone_instantiate() const override { return new NodeCanvas(); }
virtual void init() override
{
@@ -1858,6 +1859,7 @@ public:
m_canvas = std::make_unique<ui::Canvas>();
m_canvas->create(512, 512);
m_canvas->clear();
m_sampler.create();
}
virtual void draw() override
{
@@ -1884,12 +1886,12 @@ public:
glm::scale(glm::vec3(sz * zoom, 1)) *
glm::translate(glm::vec3(.5f, .5f, 0.f)); // pivot
m_canvas->m_sampler.bind(0);
m_sampler.bind(0);
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
bool blend = glIsEnabled(GL_BLEND);
auto blend = glIsEnabled(GL_BLEND);
glEnable(GL_BLEND);
m_canvas->m_fb.bindTexture();
@@ -1906,7 +1908,7 @@ public:
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
m_canvas->m_sampler.unbind();
m_sampler.unbind();
glViewport(vp[0], vp[1], vp[2], vp[3]);