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