fix brush projection to eliminate seams, still problems with big brushes and need to implement erase

This commit is contained in:
2017-08-13 16:59:58 +01:00
parent 060e08a891
commit 90ee185dcd
7 changed files with 123 additions and 90 deletions

View File

@@ -205,9 +205,11 @@ void App::initShaders()
"in vec4 pos;\n"
"in vec2 uvs;\n"
"out vec2 uv;\n"
"out float q;\n"
"void main(){\n"
" uv = uvs;\n"
" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
" q = pos.z;\n"
" gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);\n"
"}\n";
static const char* shader_stroke_f =
SHADER_VERSION
@@ -220,6 +222,7 @@ void App::initShaders()
"uniform mediump vec2 resolution;\n"
"uniform mediump float alpha;\n"
"in mediump vec2 uv;\n"
"in mediump float q;\n"
#ifdef __IOS__
"inout mediump vec4 frag;\n"
#else
@@ -227,7 +230,7 @@ void App::initShaders()
#endif
"void main(){\n"
" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
" mediump float brush_alpha = ( 1.0 - texture(tex, uv).r ) * 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__
" mediump vec4 bg = frag;\n"

View File

@@ -213,9 +213,17 @@ void ui::Canvas::stroke_draw()
m_sampler.bind(0);
m_sampler_bg.bind(1);
m_sampler_mask.bind(2);
for (int i = 0; i < 6; i++)
{
// check if plane is even visible
glm::vec4 forward = m_mv * glm::vec4(0, 0, 1, 1);
float dot = glm::dot(forward.xyz(), m_plane_normal[i]);
// TODO: use better threshold than 0.3
// some trigonometric shit, tangent and stuff
// if (dot < -0.3f)
// continue;
m_tmp[i].bindFramebuffer();
glActiveTexture(GL_TEXTURE1);
@@ -232,82 +240,59 @@ void ui::Canvas::stroke_draw()
else
{
glDisable(GL_BLEND);
// if (0 && m_state == kCanvasMode::Erase)
// {
// ShaderManager::use(ui::kShader::StrokeErase);
// //ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
// }
// else if(m_layers[m_current_layer_idx].m_alpha_locked)
// {
// ShaderManager::use(kShader::StrokeLock);
// ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
// ShaderManager::u_int(kShaderUniform::TexMask, 2); // alpha mask
// glActiveTexture(GL_TEXTURE2);
// m_layers[m_current_layer_idx].m_rtt[i].bindTexture();
// glActiveTexture(GL_TEXTURE1);
// }
// else
{
ShaderManager::use(ui::kShader::Stroke);
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
}
ShaderManager::use(ui::kShader::Stroke);
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
for (const auto& s : samples)
{
glm::vec3 ray_origin, ray_dir;
point_unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
glm::vec3 hit;
glm::vec2 fb_pos;
if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
glm::vec2 dx(s.size, 0), dy(0, s.size);
glm::vec2 off[4] = {
- dx - dy, // A - bottom-left
- dx + dy, // B - top-left
+ dx + dy, // C - top-right
+ dx - dy, // D - bottom-right
};
static glm::vec4 P[4];
int intersected = 0;
int inside = 0;
for (int j = 0; j < 4; j++)
{
glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
if (glm::abs(plane_local.x) < 1.5f && glm::abs(plane_local.y) < 1.5f)
glm::vec3 ray_origin, ray_dir;
point_unproject(s.pos + off[j], { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
glm::vec3 hit;
if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
{
fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
//LOG("draw %f %f", fb_pos.x, fb_pos.y);
glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
if (glm::abs(plane_local.x) < 1.5f && glm::abs(plane_local.y) < 1.5f)
{
inside++;
}
P[j].x = -(plane_local.x * 0.5f - 0.5f) * m_width;
P[j].y = (plane_local.y * 0.5f + 0.5f) * m_height;
intersected++;
}
else
{
continue;
// if (i==0)
// LOG("no intersection with plane %d", i);
break;
}
}
else
{
if (intersected < 4 || inside == 0)
continue;
}
m_dirty_face[i] = true;
auto mvp = ortho_proj *
glm::translate(glm::vec3(fb_pos, 0)) *
glm::scale(glm::vec3(s.size, s.size, 1)) *
glm::eulerAngleZ(s.angle);
glm::vec4 P[4] {
mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
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::inverse(ortho_proj);
glm::vec4 P2[4]{
mvp_inv * P[0],
mvp_inv * P[1],
mvp_inv * P[2],
mvp_inv * P[3],
};
glm::vec2 bb_min(m_width, m_height);
glm::vec2 bb_max(0, 0);
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
{
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P[j].xy()));
bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P[j].xy()));
}
auto bb_sz = bb_max - bb_min;
@@ -324,9 +309,9 @@ void ui::Canvas::stroke_draw()
m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos);
m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz));
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
//m_plane_brush.update_vertices(P);
m_plane_brush.update_vertices(P);
m_plane_brush.draw_fill();
}
}

View File

@@ -478,30 +478,6 @@ glm::vec2 Node::GetSize()
return{ GetWidth(), GetHeight() };
}
glm::vec4 Node::rect_intersection(glm::vec4 a, glm::vec4 b) const
{
// convert from [x,y,w,h] to [x1,y1,x2,y1]
a = glm::vec4(a.xy(), a.xy() + a.zw());
b = glm::vec4(b.xy(), b.xy() + b.zw());
// compute intersection
auto o = glm::vec4(glm::max(a.xy(), b.xy()), glm::min(a.zw(), b.zw()));
// back to rect form
o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
return o;
}
glm::vec4 Node::rect_union(glm::vec4 a, glm::vec4 b) const
{
// convert from rect [x,y,w,h] to bb [x1,y1,x2,y1]
a = glm::vec4(a.xy(), a.xy() + a.zw());
b = glm::vec4(b.xy(), b.xy() + b.zw());
// compute union
glm::vec4 o = { glm::min(a.xy(), b.xy()), glm::max(a.zw(), b.zw()) };
// back to rect form
o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
return o;
}
void Node::restore_context()
{
for (auto& c : m_children)

View File

@@ -138,9 +138,6 @@ public:
float GetHeight();
glm::vec2 GetSize();
glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b) const;
glm::vec4 rect_union(glm::vec4 a, glm::vec4 b) const;
virtual void restore_context();;
virtual void clear_context();
void update(float width, float height, float zoom);

View File

@@ -212,10 +212,25 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
void ui::Plane::update_vertices(const glm::vec4* data)
{
static vertex_t vertices[4];
glm::vec2 mid;
segments_intersect(data[0].xy, data[2].xy, data[1].xy, data[3].xy, mid);
static float d[4];
for (int i = 0; i < 4; i++)
d[i] = glm::distance(data[i].xy(), mid);
vertices[0] = { data[0],{ 0, 0 } }; // A
vertices[1] = { data[1],{ 0, 1 } }; // B
vertices[2] = { data[2],{ 1, 1 } }; // C
vertices[3] = { data[3],{ 1, 0 } }; // D
for (int i = 0; i < 4; i++)
{
float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4];
vertices[i].uvs *= q;
vertices[i].pos.z = q;
}
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
static GLushort idx[6 + 8]{
@@ -457,4 +472,4 @@ void ui::DynamicShape::update_vertices(vertex_t* vertices, int vcount)
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_t) * vcount, vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}

View File

@@ -7,6 +7,59 @@ bool point_in_rect(const glm::vec2& p, const glm::vec4& r)
return p.x > r.x && p.x < r.x+r.z && p.y > r.y && p.y < r.y+r.w;
}
// params and returns {origin, size} form
glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b)
{
// convert from [x,y,w,h] to [x1,y1,x2,y1]
a = glm::vec4(a.xy(), a.xy() + a.zw());
b = glm::vec4(b.xy(), b.xy() + b.zw());
// compute intersection
auto o = glm::vec4(glm::max(a.xy(), b.xy()), glm::min(a.zw(), b.zw()));
// back to rect form
o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
return o;
}
// params and returns {origin, size} form
glm::vec4 rect_union(glm::vec4 a, glm::vec4 b)
{
// convert from rect [x,y,w,h] to bb [x1,y1,x2,y1]
a = glm::vec4(a.xy(), a.xy() + a.zw());
b = glm::vec4(b.xy(), b.xy() + b.zw());
// compute union
glm::vec4 o = { glm::min(a.xy(), b.xy()), glm::max(a.zw(), b.zw()) };
// back to rect form
o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
return o;
}
// see: https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt)
{
auto cross2d = [](const glm::vec2& v, const glm::vec2& w)
{ return (v.x * w.y) - (v.y * w.x); };
auto p = p0a;
auto r = p0b - p0a;
auto q = p1a;
auto s = p1b - p1a;
float den = cross2d(r, s);
if (den == 0.f)
{
glm::vec4 is = rect_intersection({p, r}, {q, s});
out_pt = is.xy + is.zw * 0.5f;
return glm::all(glm::greaterThan(is.zw(), glm::vec2(0, 0)));
}
float t = cross2d(q - p, s) / den;
float u = cross2d(q - p, r) / den;
if (t >= 0 && t <= 1 && u >= 0 && u <= 1)
{
out_pt = p + t * r;
return true;
}
return false;
}
glm::vec4 rand_color()
{
float r = (rand() % 256) / 256.f;

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@@ -8,6 +8,10 @@ uint16_t constexpr const_hash(const char* input)
}
bool point_in_rect(const glm::vec2& point, const glm::vec4& rect);
glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b);
glm::vec4 rect_union(glm::vec4 a, glm::vec4 b);
bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt);
glm::vec4 rand_color();
glm::vec3 convert_hsv2rgb(const glm::vec3 c);
glm::vec3 convert_rgb2hsv(const glm::vec3 c);