diff --git a/engine/app_shaders.cpp b/engine/app_shaders.cpp index d221a89..015b56e 100644 --- a/engine/app_shaders.cpp +++ b/engine/app_shaders.cpp @@ -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" diff --git a/engine/canvas.cpp b/engine/canvas.cpp index ff0f245..1e1ca4e 100644 --- a/engine/canvas.cpp +++ b/engine/canvas.cpp @@ -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(); } } diff --git a/engine/node.cpp b/engine/node.cpp index 763f775..8f00c16 100644 --- a/engine/node.cpp +++ b/engine/node.cpp @@ -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) diff --git a/engine/node.h b/engine/node.h index 885427d..221ca9d 100644 --- a/engine/node.h +++ b/engine/node.h @@ -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); diff --git a/engine/shape.cpp b/engine/shape.cpp index 05551a0..06d600c 100644 --- a/engine/shape.cpp +++ b/engine/shape.cpp @@ -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); -} \ No newline at end of file +} diff --git a/engine/util.cpp b/engine/util.cpp index b8230d6..48ad39e 100644 --- a/engine/util.cpp +++ b/engine/util.cpp @@ -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; diff --git a/engine/util.h b/engine/util.h index ccba0e5..58150ca 100644 --- a/engine/util.h +++ b/engine/util.h @@ -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);