fix brush projection to eliminate seams, still problems with big brushes and need to implement erase
This commit is contained in:
@@ -205,9 +205,11 @@ void App::initShaders()
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"in vec4 pos;\n"
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"in vec2 uvs;\n"
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"out vec2 uv;\n"
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"out float q;\n"
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"void main(){\n"
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" uv = uvs;\n"
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" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
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" q = pos.z;\n"
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" gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);\n"
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"}\n";
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static const char* shader_stroke_f =
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SHADER_VERSION
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@@ -220,6 +222,7 @@ void App::initShaders()
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"uniform mediump vec2 resolution;\n"
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"uniform mediump float alpha;\n"
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"in mediump vec2 uv;\n"
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"in mediump float q;\n"
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#ifdef __IOS__
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"inout mediump vec4 frag;\n"
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#else
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@@ -227,7 +230,7 @@ void App::initShaders()
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#endif
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"void main(){\n"
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" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
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" mediump float brush_alpha = ( 1.0 - texture(tex, uv).r ) * alpha;\n"
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" mediump float brush_alpha = ( 1.0 - texture(tex, uv/q).r ) * alpha;\n"
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" mediump vec4 fg = vec4(col.rgb, brush_alpha);\n"
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#ifdef __IOS__
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" mediump vec4 bg = frag;\n"
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@@ -213,9 +213,17 @@ void ui::Canvas::stroke_draw()
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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m_sampler_mask.bind(2);
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for (int i = 0; i < 6; i++)
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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(forward.xyz(), 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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m_tmp[i].bindFramebuffer();
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glActiveTexture(GL_TEXTURE1);
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@@ -232,82 +240,59 @@ void ui::Canvas::stroke_draw()
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else
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{
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glDisable(GL_BLEND);
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// if (0 && m_state == kCanvasMode::Erase)
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// {
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// ShaderManager::use(ui::kShader::StrokeErase);
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// //ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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// }
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// else if(m_layers[m_current_layer_idx].m_alpha_locked)
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// {
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// ShaderManager::use(kShader::StrokeLock);
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// ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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// ShaderManager::u_int(kShaderUniform::TexMask, 2); // alpha mask
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// glActiveTexture(GL_TEXTURE2);
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// m_layers[m_current_layer_idx].m_rtt[i].bindTexture();
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// glActiveTexture(GL_TEXTURE1);
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// }
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// else
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{
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ShaderManager::use(ui::kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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}
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ShaderManager::use(ui::kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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for (const auto& s : samples)
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{
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glm::vec3 ray_origin, ray_dir;
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point_unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 hit;
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glm::vec2 fb_pos;
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if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
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glm::vec2 dx(s.size, 0), dy(0, s.size);
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glm::vec2 off[4] = {
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- dx - dy, // A - bottom-left
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- dx + dy, // B - top-left
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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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static glm::vec4 P[4];
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int intersected = 0;
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int inside = 0;
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for (int j = 0; j < 4; j++)
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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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glm::vec3 ray_origin, ray_dir;
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point_unproject(s.pos + off[j], { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 hit;
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if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
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{
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fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
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fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
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//LOG("draw %f %f", fb_pos.x, fb_pos.y);
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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].x = -(plane_local.x * 0.5f - 0.5f) * m_width;
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P[j].y = (plane_local.y * 0.5f + 0.5f) * m_height;
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intersected++;
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}
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else
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{
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continue;
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// if (i==0)
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// LOG("no intersection with plane %d", i);
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break;
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}
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}
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else
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{
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if (intersected < 4 || inside == 0)
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continue;
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}
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m_dirty_face[i] = true;
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auto mvp = ortho_proj *
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glm::translate(glm::vec3(fb_pos, 0)) *
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glm::scale(glm::vec3(s.size, s.size, 1)) *
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glm::eulerAngleZ(s.angle);
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glm::vec4 P[4] {
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mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
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mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
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mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
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mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
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};
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auto mvp_inv = glm::inverse(ortho_proj);
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glm::vec4 P2[4]{
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mvp_inv * P[0],
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mvp_inv * P[1],
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mvp_inv * P[2],
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mvp_inv * P[3],
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};
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glm::vec2 bb_min(m_width, m_height);
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glm::vec2 bb_max(0, 0);
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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{
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P[j].xy()));
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P[j].xy()));
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}
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auto bb_sz = bb_max - bb_min;
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@@ -324,9 +309,9 @@ void ui::Canvas::stroke_draw()
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m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos);
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m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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//m_plane_brush.update_vertices(P);
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m_plane_brush.update_vertices(P);
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m_plane_brush.draw_fill();
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}
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}
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@@ -478,30 +478,6 @@ glm::vec2 Node::GetSize()
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return{ GetWidth(), GetHeight() };
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}
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glm::vec4 Node::rect_intersection(glm::vec4 a, glm::vec4 b) const
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{
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// convert from [x,y,w,h] to [x1,y1,x2,y1]
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a = glm::vec4(a.xy(), a.xy() + a.zw());
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b = glm::vec4(b.xy(), b.xy() + b.zw());
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// compute intersection
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auto o = glm::vec4(glm::max(a.xy(), b.xy()), glm::min(a.zw(), b.zw()));
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// back to rect form
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o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
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return o;
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}
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glm::vec4 Node::rect_union(glm::vec4 a, glm::vec4 b) const
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{
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// convert from rect [x,y,w,h] to bb [x1,y1,x2,y1]
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a = glm::vec4(a.xy(), a.xy() + a.zw());
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b = glm::vec4(b.xy(), b.xy() + b.zw());
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// compute union
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glm::vec4 o = { glm::min(a.xy(), b.xy()), glm::max(a.zw(), b.zw()) };
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// back to rect form
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o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
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return o;
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}
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void Node::restore_context()
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{
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for (auto& c : m_children)
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@@ -138,9 +138,6 @@ public:
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float GetHeight();
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glm::vec2 GetSize();
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glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b) const;
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glm::vec4 rect_union(glm::vec4 a, glm::vec4 b) const;
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virtual void restore_context();;
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virtual void clear_context();
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void update(float width, float height, float zoom);
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@@ -212,10 +212,25 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
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void ui::Plane::update_vertices(const glm::vec4* data)
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{
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static vertex_t vertices[4];
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glm::vec2 mid;
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segments_intersect(data[0].xy, data[2].xy, data[1].xy, data[3].xy, mid);
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static float d[4];
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for (int i = 0; i < 4; i++)
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d[i] = glm::distance(data[i].xy(), mid);
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vertices[0] = { data[0],{ 0, 0 } }; // A
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vertices[1] = { data[1],{ 0, 1 } }; // B
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vertices[2] = { data[2],{ 1, 1 } }; // C
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vertices[3] = { data[3],{ 1, 0 } }; // D
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for (int i = 0; i < 4; i++)
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{
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float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4];
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vertices[i].uvs *= q;
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vertices[i].pos.z = q;
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}
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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static GLushort idx[6 + 8]{
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@@ -457,4 +472,4 @@ void ui::DynamicShape::update_vertices(vertex_t* vertices, int vcount)
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_t) * vcount, vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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@@ -7,6 +7,59 @@ bool point_in_rect(const glm::vec2& p, const glm::vec4& r)
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return p.x > r.x && p.x < r.x+r.z && p.y > r.y && p.y < r.y+r.w;
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}
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// params and returns {origin, size} form
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glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b)
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{
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// convert from [x,y,w,h] to [x1,y1,x2,y1]
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a = glm::vec4(a.xy(), a.xy() + a.zw());
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b = glm::vec4(b.xy(), b.xy() + b.zw());
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// compute intersection
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auto o = glm::vec4(glm::max(a.xy(), b.xy()), glm::min(a.zw(), b.zw()));
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// back to rect form
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o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
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return o;
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}
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// params and returns {origin, size} form
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glm::vec4 rect_union(glm::vec4 a, glm::vec4 b)
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{
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// convert from rect [x,y,w,h] to bb [x1,y1,x2,y1]
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a = glm::vec4(a.xy(), a.xy() + a.zw());
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b = glm::vec4(b.xy(), b.xy() + b.zw());
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// compute union
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glm::vec4 o = { glm::min(a.xy(), b.xy()), glm::max(a.zw(), b.zw()) };
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// back to rect form
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o = glm::vec4(o.xy(), glm::max({ 0, 0 }, o.zw() - o.xy()));
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return o;
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}
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// see: https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
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bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
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const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt)
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{
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auto cross2d = [](const glm::vec2& v, const glm::vec2& w)
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{ return (v.x * w.y) - (v.y * w.x); };
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auto p = p0a;
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auto r = p0b - p0a;
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auto q = p1a;
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auto s = p1b - p1a;
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float den = cross2d(r, s);
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if (den == 0.f)
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{
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glm::vec4 is = rect_intersection({p, r}, {q, s});
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out_pt = is.xy + is.zw * 0.5f;
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return glm::all(glm::greaterThan(is.zw(), glm::vec2(0, 0)));
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}
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float t = cross2d(q - p, s) / den;
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float u = cross2d(q - p, r) / den;
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if (t >= 0 && t <= 1 && u >= 0 && u <= 1)
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{
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out_pt = p + t * r;
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return true;
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}
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return false;
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}
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glm::vec4 rand_color()
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{
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float r = (rand() % 256) / 256.f;
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@@ -8,6 +8,10 @@ uint16_t constexpr const_hash(const char* input)
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}
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bool point_in_rect(const glm::vec2& point, const glm::vec4& rect);
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glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b);
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glm::vec4 rect_union(glm::vec4 a, glm::vec4 b);
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bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
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const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt);
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glm::vec4 rand_color();
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glm::vec3 convert_hsv2rgb(const glm::vec3 c);
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glm::vec3 convert_rgb2hsv(const glm::vec3 c);
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