enable rtt dtor, default values for <text> node, dual-brush wip, more brush options
This commit is contained in:
166
src/canvas.cpp
166
src/canvas.cpp
@@ -252,6 +252,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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@@ -273,11 +274,11 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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gl.restore();
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}
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std::array<std::vector<vertex_t>, 6> Canvas::stroke_draw_project(std::array<vertex_t, 4>& B)
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std::array<std::vector<vertex_t>, 6> Canvas::stroke_draw_project(std::array<vertex_t, 4>& B) const
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{
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// intersect P with the current face to clip diverging points from the plane
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auto unp_vp = zw(m_box);
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auto unp_inv = glm::inverse(m_proj * m_mv);
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const auto unp_vp = zw(m_box);
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const auto unp_inv = glm::inverse(m_proj * m_mv);
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std::array<std::vector<vertex_t>, 6> ret;
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for (int i = 0; i < 6; i++)
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{
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@@ -338,7 +339,7 @@ std::array<std::vector<vertex_t>, 6> Canvas::stroke_draw_project(std::array<vert
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return ret;
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}
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void Canvas::stroke_draw_samples(int i, std::vector<vertex_t>& P)
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glm::vec4 Canvas::stroke_draw_samples(int i, std::vector<vertex_t>& P)
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{
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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@@ -364,9 +365,6 @@ void Canvas::stroke_draw_samples(int i, std::vector<vertex_t>& P)
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tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
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}
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m_dirty_box[i] = glm::vec4(glm::min(xy(m_dirty_box[i]), (glm::vec2)tex_pos),
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glm::max(zw(m_dirty_box[i]), (glm::vec2)(tex_pos + tex_sz)));
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if (P.size() == 4)
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{
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static vertex_t rect[6];
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@@ -394,13 +392,15 @@ void Canvas::stroke_draw_samples(int i, std::vector<vertex_t>& P)
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glActiveTexture(GL_TEXTURE1);
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m_tex[i].unbind();
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}
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return glm::vec4(tex_pos, tex_pos + tex_sz);
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}
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std::vector<Canvas::StrokeFrame> Canvas::stroke_draw_compute()
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std::vector<Canvas::StrokeFrame> Canvas::stroke_draw_compute(Stroke& stroke) const
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{
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std::vector<StrokeFrame> ret;
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const auto& m_brush = m_current_stroke->m_brush;
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auto samples = m_current_stroke->compute_samples();
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StrokeSample prev = stroke.m_prev_sample;
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auto samples = stroke.compute_samples();
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std::array<vertex_t, 4> B = {
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vertex_t{ {0, 0, 1, 1}, {0, 0}, {0, 0} },
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vertex_t{ {0, 0, 1, 1}, {0, 1}, {0, 1} },
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@@ -415,13 +415,7 @@ std::vector<Canvas::StrokeFrame> Canvas::stroke_draw_compute()
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ret.emplace_back();
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auto& f = ret.back();
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if (m_mixer_idle)
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{
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m_mixer_sample = s;
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m_mixer_idle = false;
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}
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glm::vec2 dx_mix(m_mixer_sample.size * 0.5f, 0), dy_mix(0, m_mixer_sample.size * 0.5f);
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glm::vec2 dx_mix(prev.size * 0.5f, 0), dy_mix(0, prev.size * 0.5f);
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glm::vec2 off_mix[4] = {
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-dx_mix - dy_mix, // A - bottom-left
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-dx_mix + dy_mix, // B - top-left
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@@ -442,20 +436,20 @@ std::vector<Canvas::StrokeFrame> Canvas::stroke_draw_compute()
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glm::vec2 mixer_bb_max(0, 0);
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for (int j = 0; j < 4; j++)
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{
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auto p = (xy(m_mixer_sample.pos) + off_mix[j] * glm::orientate2(-s.angle) + glm::vec2(0, 1));
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auto p = (xy(prev.pos) + s.scale * off_mix[j] * glm::orientate2(-s.angle));
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mixer_bb_min = glm::max({ 0, 0 }, glm::min(mixer_bb_min, p));
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mixer_bb_max = glm::min(mixer_sz, glm::max(mixer_bb_max, p));
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B[j].pos = glm::vec4(xy(s.pos) + off[j] * glm::orientate2(-s.angle), 1, 1);
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B[j].pos = glm::vec4(xy(s.pos) + s.scale * off[j] * glm::orientate2(-s.angle) - glm::vec2(0, 1), 1, 1);
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B[j].uvs2 = p / mixer_sz;
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}
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f.m_mixer_rect = { mixer_bb_min, mixer_bb_max - mixer_bb_min };
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f.col = glm::vec4(s.col, m_brush->m_tip_color.a);
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f.col = glm::vec4(s.col, 1);
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f.pressure = s.flow;
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f.shapes = stroke_draw_project(B);
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m_mixer_sample = s;
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prev = s;
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}
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return ret;
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}
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@@ -475,29 +469,18 @@ void Canvas::stroke_draw()
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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const auto& m_brush = m_current_stroke->m_brush;
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auto& tex = *m_brush->m_tip_texture;
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const auto& brush = m_current_stroke->m_brush;
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const auto& dual_brush = m_dual_stroke->m_brush;
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auto ortho_proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
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glViewport(0, 0, m_width, m_height);
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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m_sampler_brush.bind(0);
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m_sampler_bg.bind(1);
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m_sampler_stencil.bind(2);
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m_sampler.bind(3);
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//m_sampler_linear.bind(5);
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glActiveTexture(GL_TEXTURE2);
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if (m_brush->m_stencil_texture)
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m_brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE3);
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m_mixer.bindTexture();
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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@@ -508,21 +491,32 @@ void Canvas::stroke_draw()
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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ShaderManager::u_vec2(kShaderUniform::StencilOffset, stencil_offset);
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ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush->m_tip_stencil);
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ShaderManager::u_float(kShaderUniform::MixAlpha, m_brush->m_tip_mix);
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ShaderManager::u_float(kShaderUniform::Wet, m_brush->m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, m_brush->m_tip_noise);
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ShaderManager::u_float(kShaderUniform::StencilAlpha, brush->m_tip_stencil);
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ShaderManager::u_float(kShaderUniform::MixAlpha, brush->m_tip_mix);
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ShaderManager::u_float(kShaderUniform::Wet, brush->m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, brush->m_tip_noise);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
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auto frames = stroke_draw_compute();
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// DRAW MAIN BRUSH
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glActiveTexture(GL_TEXTURE0);
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brush->m_tip_texture->bind();
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glActiveTexture(GL_TEXTURE2);
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if (brush->m_stencil_texture)
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brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE3);
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m_mixer.bindTexture();
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auto frames = stroke_draw_compute(*m_current_stroke);
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for (auto& f : frames)
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{
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if (m_brush->m_tip_mix > 0.f)
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if (brush->m_tip_mix > 0.f)
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{
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stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
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}
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//ShaderManager::use(kShader::Stroke);
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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for (int i = 0; i < 6; i++)
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@@ -532,22 +526,56 @@ void Canvas::stroke_draw()
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continue;
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m_dirty_face[i] = true;
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m_tmp[i].bindFramebuffer();
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stroke_draw_samples(i, P);
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auto rect = stroke_draw_samples(i, P);
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m_tmp[i].unbindFramebuffer();
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m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], rect), glm::vec4(0), glm::vec4(m_width));
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}
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}
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glActiveTexture(GL_TEXTURE2);
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if (m_brush->m_stencil_texture)
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m_brush->m_stencil_texture->unbind();
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glActiveTexture(GL_TEXTURE3);
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m_mixer.unbindTexture();
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glActiveTexture(GL_TEXTURE2);
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if (brush->m_stencil_texture)
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brush->m_stencil_texture->unbind();
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glActiveTexture(GL_TEXTURE0);
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brush->m_tip_texture->unbind();
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// DRAW DUAL BRUSH
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if (brush->m_dual_enabled)
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{
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->bind();
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glActiveTexture(GL_TEXTURE2);
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if (dual_brush->m_stencil_texture)
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dual_brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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auto frames_dual = stroke_draw_compute(*m_dual_stroke);
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for (auto& f : frames_dual)
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{
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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for (int i = 0; i < 6; i++)
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{
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auto& P = f.shapes[i];
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if (P.size() < 3)
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continue;
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m_tmp_dual[i].bindFramebuffer();
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stroke_draw_samples(i, P);
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m_tmp_dual[i].unbindFramebuffer();
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}
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}
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glActiveTexture(GL_TEXTURE2);
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if (dual_brush->m_stencil_texture)
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dual_brush->m_stencil_texture->unbind();
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->unbind();
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}
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m_sampler_brush.unbind();
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m_sampler_bg.unbind();
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m_sampler_stencil.unbind();
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tex.unbind();
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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@@ -665,7 +693,6 @@ void Canvas::stroke_commit()
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if (!m_dirty || m_layers.empty())
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return;
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m_mixer_idle = true;
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m_dirty = false;
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m_dirty_stroke = true; // new stroke ready for timelapse capture
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App::I.redraw = true;
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@@ -763,6 +790,9 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::UseDual, true);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, 1);
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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@@ -771,13 +801,11 @@ void Canvas::stroke_commit()
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glActiveTexture(GL_TEXTURE2);
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m_smask.m_rtt[i].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (m_current_stroke->m_brush->m_stencil_texture)
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m_current_stroke->m_brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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m_current_stroke->m_brush->m_dual_enabled ?
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m_tmp_dual[i].bindTexture() : glBindTexture(GL_TEXTURE_2D, 0);
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m_plane.draw_fill();
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if (m_current_stroke->m_brush->m_stencil_texture)
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m_current_stroke->m_brush->m_stencil_texture->unbind();
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if (m_current_stroke->m_brush->m_dual_enabled)
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m_tmp_dual[i].unbindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_smask.m_rtt[i].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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@@ -790,7 +818,7 @@ void Canvas::stroke_commit()
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// ShaderManager::use(kShader::StrokeLayer);
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// ShaderManager::u_int(kShaderUniform::TexBG, 1);
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// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx].m_alpha_locked);
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// ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush->m_tip_opacity);
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// ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->brush->m_tip_opacity);
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//
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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@@ -819,14 +847,16 @@ void Canvas::stroke_commit()
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void Canvas::stroke_update(glm::vec3 point, float pressure)
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{
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m_current_stroke->add_point(point, pressure);
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m_dual_stroke->add_point(point, pressure);
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}
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void Canvas::stroke_start(glm::vec3 point, float pressure, const std::shared_ptr<Brush>& brush)
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void Canvas::stroke_start(glm::vec3 point, float pressure)
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{
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// need to commit this now before starting a new stroke
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if (m_current_stroke && m_commit_delayed)
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{
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stroke_commit();
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m_current_stroke = nullptr;
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m_dual_stroke = nullptr;
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m_show_tmp = false;
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m_commit_delayed = false;
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}
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@@ -836,9 +866,15 @@ void Canvas::stroke_start(glm::vec3 point, float pressure, const std::shared_ptr
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->m_camera.rot = m_cam_rot;
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m_current_stroke->m_camera.fov = m_cam_fov;
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m_current_stroke->start(brush);
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m_current_stroke->start(m_current_brush);
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m_current_stroke->add_point(point, pressure);
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m_dual_stroke = std::make_unique<Stroke>();
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m_dual_stroke->m_camera.rot = m_cam_rot;
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m_dual_stroke->m_camera.fov = m_cam_fov;
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m_dual_stroke->start(m_dual_brush);
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m_dual_stroke->add_point(point, pressure);
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for (int i = 0; i < 6; i++)
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{
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m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
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@@ -847,6 +883,13 @@ void Canvas::stroke_start(glm::vec3 point, float pressure, const std::shared_ptr
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m_tmp[i].bindFramebuffer();
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m_tmp[i].clear({ 0, 0, 0, 0 });
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m_tmp[i].unbindFramebuffer();
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if (m_current_stroke->m_brush->m_dual_enabled)
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{
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m_tmp_dual[i].bindFramebuffer();
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m_tmp_dual[i].clear({ 0, 0, 0, 0 });
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m_tmp_dual[i].unbindFramebuffer();
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}
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}
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m_show_tmp = true;
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}
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@@ -934,6 +977,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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@@ -971,9 +1015,11 @@ void Canvas::resize(int width, int height)
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{
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#if defined(__IOS__) || defined(__ANDROID__)
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m_tmp[i].create(width, height, -1, GL_RGBA8);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA8);
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m_tex[i].create(width, height, GL_RGBA8);
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#else
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m_tmp[i].create(width, height, -1, GL_RGBA32F);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
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m_tex[i].create(width, height, GL_RGBA32F);
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#endif
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m_tex2[i].create(width, height, GL_RGBA8);
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@@ -992,10 +1038,12 @@ bool Canvas::create(int width, int height)
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{
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#if defined(__IOS__) || defined(__ANDROID__)
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m_tmp[i].create(width, height, -1, GL_RGBA8);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA8);
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m_tex[i].create(width, height, GL_RGBA8);
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m_sampler_brush.create();
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#else
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m_tmp[i].create(width, height, -1, GL_RGBA32F);
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m_tmp_dual[i].create(width, height, -1, GL_RGBA32F);
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m_tex[i].create(width, height, GL_RGBA32F);
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m_sampler_brush.create(GL_LINEAR, GL_CLAMP_TO_BORDER);
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#endif
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