mixer brush partially working, still wip

This commit is contained in:
2018-08-01 15:31:12 +02:00
parent 57e2fa1abd
commit 663863fe44
6 changed files with 51 additions and 30 deletions

View File

@@ -291,10 +291,13 @@ void App::initShaders()
"uniform mat4 mvp;\n" "uniform mat4 mvp;\n"
"in vec4 pos;\n" "in vec4 pos;\n"
"in vec2 uvs;\n" "in vec2 uvs;\n"
"in vec2 uvs2;\n"
"out vec2 uv;\n" "out vec2 uv;\n"
"out vec2 uv_2;\n"
"out float q;\n" "out float q;\n"
"void main(){\n" "void main(){\n"
" uv = uvs;\n" " uv = uvs;\n"
" uv_2 = uvs2;\n"
" q = pos.z;\n" " q = pos.z;\n"
" gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);\n" " gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);\n"
"}\n"; "}\n";
@@ -317,6 +320,7 @@ void App::initShaders()
"uniform mediump float mix_alpha;\n" "uniform mediump float mix_alpha;\n"
"uniform mediump float wet;\n" "uniform mediump float wet;\n"
"in mediump vec2 uv;\n" "in mediump vec2 uv;\n"
"in mediump vec2 uv_2;\n"
"in mediump float q;\n" "in mediump float q;\n"
#ifdef __IOS__ #ifdef __IOS__
"inout mediump vec4 frag;\n" "inout mediump vec4 frag;\n"
@@ -344,7 +348,8 @@ void App::initShaders()
#else #else
" mediump vec4 bg = texture(tex_bg, uv2);\n" " mediump vec4 bg = texture(tex_bg, uv2);\n"
#endif #endif
" mediump vec4 mbg = texture(tex_mix, uv/q);\n" " mediump vec4 mbg = texture(tex_mix, uv_2);\n"
" bg.rgb = mix(bg.rgb, mbg.rgb, mix_alpha);\n"
" fg.a *= 1.0-rand(uv2+uv)*noise;\n" " fg.a *= 1.0-rand(uv2+uv)*noise;\n"
" if (fg.a == 0.0) discard;\n" " if (fg.a == 0.0) discard;\n"
" mediump float contribution = (1.0 - bg.a) * fg.a;\n" " mediump float contribution = (1.0 - bg.a) * fg.a;\n"
@@ -352,7 +357,7 @@ void App::initShaders()
" mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);\n" " mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);\n"
" mediump vec4 frag_wet = vec4(rgb, max(bg.a, fg.a * 1.2));\n" " mediump vec4 frag_wet = vec4(rgb, max(bg.a, fg.a * 1.2));\n"
" mediump vec4 frag_dry = vec4(rgb, alpha_tot);\n" " mediump vec4 frag_dry = vec4(rgb, alpha_tot);\n"
" frag = mix(mix(frag_dry, frag_wet, wet), mbg, mix_alpha);\n" " frag = mix(frag_dry, frag_wet, wet);\n"
"}\n"; "}\n";
static const char* shader_checkerboard_v = static const char* shader_checkerboard_v =

View File

@@ -222,11 +222,11 @@ void ui::Canvas::stroke_cancel()
void ui::Canvas::stroke_draw_mix() void ui::Canvas::stroke_draw_mix()
{ {
m_mixer.bindFramebuffer(); m_mixer.bindFramebuffer();
m_mixer.clear({ 0, 1, 1, 1 }); m_mixer.clear({ 1, 1, 1, 1 });
glViewport(m_vp.x, m_vp.y, m_vp.z, m_vp.w); glViewport(0, 0, m_mixer.getWidth(), m_mixer.getHeight());
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
m_sampler_bg.bind(0); m_sampler_bg.bind(0);
auto layer_index = m_current_layer_idx; auto layer_index = m_current_layer_idx;
@@ -237,8 +237,9 @@ void ui::Canvas::stroke_draw_mix()
auto plane_mvp_z = m_proj * m_mv * auto plane_mvp_z = m_proj * m_mv *
m_plane_transform[plane_index] * m_plane_transform[plane_index] *
//glm::scale(glm::vec3(1, -1, 1)) *
glm::translate(glm::vec3(0, 0, -1)); glm::translate(glm::vec3(0, 0, -1));
{
ui::ShaderManager::use(kShader::TextureAlpha); ui::ShaderManager::use(kShader::TextureAlpha);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0); ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity); ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
@@ -247,15 +248,15 @@ void ui::Canvas::stroke_draw_mix()
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
// m_layers[layer_index].m_rtt[plane_index].bindTexture(); //glDisable(GL_BLEND);
// m_node->m_face_plane.draw_fill(); m_layers[layer_index].m_rtt[plane_index].bindTexture();
// m_layers[layer_index].m_rtt[plane_index].unbindTexture(); m_node->m_face_plane.draw_fill();
m_layers[layer_index].m_rtt[plane_index].unbindTexture();
m_tmp[plane_index].bindTexture(); m_tmp[plane_index].bindTexture();
m_node->m_face_plane.draw_fill(); m_node->m_face_plane.draw_fill();
m_tmp[plane_index].unbindTexture(); m_tmp[plane_index].unbindTexture();
} }
}
m_sampler_bg.unbind(); m_sampler_bg.unbind();
m_mixer.unbindFramebuffer(); m_mixer.unbindFramebuffer();
} }
@@ -342,12 +343,15 @@ void ui::Canvas::stroke_draw()
+ dx - dy, // D - bottom-right + dx - dy, // D - bottom-right
}; };
static glm::vec4 P[4]; static glm::vec4 P[4];
static glm::vec2 UV2[4];
int intersected = 0; int intersected = 0;
int inside = 0; int inside = 0;
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
{ {
glm::vec3 ray_origin, ray_dir; glm::vec3 ray_origin, ray_dir;
point_unproject(s.pos + off[j] * glm::orientate2(-s.angle), { 0, 0, zw(m_box) }, m_mv, m_proj, ray_origin, ray_dir); point_unproject(s.pos + off[j] * glm::orientate2(-s.angle), { 0, 0, zw(m_box) }, m_mv, m_proj, ray_origin, ray_dir);
UV2[j] = (s.pos + off[j]) / glm::vec2(m_mixer.getWidth(), m_mixer.getHeight());
UV2[j].y = 1 - UV2[j].y;
glm::vec3 hit; glm::vec3 hit;
if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit)) if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
{ {
@@ -401,7 +405,7 @@ void ui::Canvas::stroke_draw()
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj); ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(s.col, m_brush.m_tip_color.a)); ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(s.col, m_brush.m_tip_color.a));
ShaderManager::u_float(kShaderUniform::Alpha, s.flow); ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
m_plane_brush.update_vertices(P); m_plane_brush.update_vertices(P, nullptr, UV2);
m_plane_brush.draw_fill(); m_plane_brush.draw_fill();
} }
} }

View File

@@ -71,8 +71,11 @@ bool Shader::create(const char* vertex, const char* fragment)
if (glGetAttribLocation(ps, "uvs") != -1) if (glGetAttribLocation(ps, "uvs") != -1)
glBindAttribLocation(ps, 1, "uvs"); glBindAttribLocation(ps, 1, "uvs");
if (glGetAttribLocation(ps, "uvs2") != -1)
glBindAttribLocation(ps, 2, "uvs2");
if (glGetAttribLocation(ps, "col") != -1) if (glGetAttribLocation(ps, "col") != -1)
glBindAttribLocation(ps, 2, "col"); glBindAttribLocation(ps, 3, "col");
glLinkProgram(ps); glLinkProgram(ps);
glGetProgramiv(ps, GL_LINK_STATUS, &status); glGetProgramiv(ps, GL_LINK_STATUS, &status);

View File

@@ -41,6 +41,7 @@ enum class kShader : uint16_t
CompErase = const_hash("comp-erase"), CompErase = const_hash("comp-erase"),
CompDraw = const_hash("comp-draw"), CompDraw = const_hash("comp-draw"),
UVs = const_hash("uvs"), UVs = const_hash("uvs"),
UVs_2 = const_hash("uvs2"),
Font = const_hash("font"), Font = const_hash("font"),
Atlas = const_hash("atlas"), Atlas = const_hash("atlas"),
Stroke = const_hash("stroke"), Stroke = const_hash("stroke"),

View File

@@ -28,10 +28,12 @@ bool Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
glBindVertexArray(arrays[i]); glBindVertexArray(arrays[i]);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs2));
} }
glBindVertexArray(0); glBindVertexArray(0);
#endif #endif
@@ -62,9 +64,11 @@ bool Shape::create_buffers(GLvoid* vertices, int vsize)
glBindVertexArray(arrays[i]); glBindVertexArray(arrays[i]);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs2));
} }
glBindVertexArray(0); glBindVertexArray(0);
#endif #endif
@@ -209,7 +213,7 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
*idx++ = div; // D *idx++ = div; // D
*idx++ = 0; // A *idx++ = 0; // A
} }
void ui::Plane::update_vertices(const glm::vec4* data) void ui::Plane::update_vertices(const glm::vec4* data, const glm::vec2* uvs, const glm::vec2* uvs2)
{ {
static vertex_t vertices[4]; static vertex_t vertices[4];
@@ -219,14 +223,18 @@ void ui::Plane::update_vertices(const glm::vec4* data)
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
d[i] = glm::distance(xy(data[i]), mid); d[i] = glm::distance(xy(data[i]), mid);
vertices[0] = { data[0],{ 0, 0 } }; // A vertices[0] = { data[0], { 0, 0 }, { 0, 0 } }; // A
vertices[1] = { data[1],{ 0, 1 } }; // B vertices[1] = { data[1], { 0, 1 }, { 0, 1 } }; // B
vertices[2] = { data[2],{ 1, 1 } }; // C vertices[2] = { data[2], { 1, 1 }, { 1, 1 } }; // C
vertices[3] = { data[3],{ 1, 0 } }; // D vertices[3] = { data[3], { 1, 0 }, { 1, 0 } }; // D
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4]; float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4];
if (uvs)
vertices[i].uvs = uvs[i];
if (uvs2)
vertices[i].uvs2 = uvs2[i];
vertices[i].uvs *= q; vertices[i].uvs *= q;
vertices[i].pos.z = q; vertices[i].pos.z = q;
} }

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@@ -19,7 +19,7 @@ protected:
GLvoid* ioff[2]{ 0, 0 }; GLvoid* ioff[2]{ 0, 0 };
bool use_idx = true; bool use_idx = true;
public: public:
struct vertex_t { glm::vec4 pos; glm::vec2 uvs; }; struct vertex_t { glm::vec4 pos; glm::vec2 uvs; glm::vec2 uvs2; };
bool create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize); bool create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize);
bool create_buffers(GLvoid* vertices, int vsize); bool create_buffers(GLvoid* vertices, int vsize);
void draw_fill() const; void draw_fill() const;
@@ -100,7 +100,7 @@ public:
create_impl(w, h, div, idx, vertices); create_impl(w, h, div, idx, vertices);
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices)); return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
} }
void update_vertices(const glm::vec4* data); void update_vertices(const glm::vec4* data, const glm::vec2* uvs = nullptr, const glm::vec2* uvs2 = nullptr);
/* /*
bool create(att::Divisions divisions, att::Width w, att::Height h) bool create(att::Divisions divisions, att::Width w, att::Height h)
{ {