implement the complete stroke shader with custom blending mode
This commit is contained in:
@@ -223,7 +223,7 @@ static int engine_init_display(struct engine* engine) {
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glGetIntegerv(GL_NUM_EXTENSIONS, &n_exts);
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glGetIntegerv(GL_NUM_EXTENSIONS, &n_exts);
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for (int i = 0; i < n_exts; i++)
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for (int i = 0; i < n_exts; i++)
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{
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{
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ext_map.emplace(glGetStringi(GL_EXTENSIONS, i), true);
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ext_map.emplace((char*)glGetStringi(GL_EXTENSIONS, i), true);
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}
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}
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//const char* ext = (const char*) glGetString(GL_EXTENSIONS);
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//const char* ext = (const char*) glGetString(GL_EXTENSIONS);
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@@ -157,6 +157,44 @@ void App::initShaders()
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// STROKE
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// STROKE
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static const char* shader_stroke_v =
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static const char* shader_stroke_v =
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SHADER_VERSION
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"uniform mat4 mvp;\n"
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"uniform vec2 tof;\n"
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"uniform vec2 tsz;\n"
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"in vec4 pos;\n"
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"in vec2 uvs;\n"
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"out vec2 uv1;\n"
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"out vec2 uv2;\n"
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"void main(){\n"
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" uv1 = uvs;\n"
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" uv2 = tof + tsz * uvs;\n"
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" gl_Position = mvp * vec4(pos.xyz, 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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"uniform mediump sampler2D tex;\n"
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"uniform mediump sampler2D tex_bg;\n"
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"uniform mediump vec4 col;\n"
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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 uv1;\n"
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"in mediump vec2 uv2;\n"
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"out mediump vec4 frag;\n"
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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 = ( 1.0 - texture(tex, uv1).r ) * alpha;\n"
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" mediump vec4 bg = texture(tex_bg, uv2);\n"
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" mediump vec3 rgb = mix( bg.rgb, col.rgb, clamp( brush/(brush + bg.a), 0.0, 1.0 ) );\n"
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" mediump float a = bg.a + (1.0 - bg.a) * brush;\n"
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" frag = vec4(rgb, a);\n"
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// " mediump vec4 bg = texture(tex_bg, uv.xy);"
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// " mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
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// " frag = bg;// * vec4(col.rgb, a);\n"
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"}\n";
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// STROKE LAYER BLEND
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static const char* shader_stroke_layer_v =
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SHADER_VERSION
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SHADER_VERSION
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"uniform mat4 mvp;"
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"uniform mat4 mvp;"
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"in vec4 pos;"
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"in vec4 pos;"
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@@ -166,16 +204,19 @@ void App::initShaders()
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" uv = vec3(uvs, pos.w);"
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" uv = vec3(uvs, pos.w);"
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" gl_Position = mvp * vec4(pos.xyz, 1.0);"
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" gl_Position = mvp * vec4(pos.xyz, 1.0);"
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"}";
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"}";
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static const char* shader_stroke_f =
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static const char* shader_stroke_layer_f =
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SHADER_VERSION
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SHADER_VERSION
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"uniform mediump sampler2D tex;"
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"uniform mediump sampler2D tex_fg;" // foreground
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"uniform mediump vec4 col;"
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"uniform mediump sampler2D tex_bg;" // canvas
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"uniform mediump float alpha;"
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"uniform mediump float alpha;" // opacity
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"in mediump vec3 uv;"
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"in mediump vec3 uv;"
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"out mediump vec4 frag;"
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"out mediump vec4 frag;"
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"void main(){"
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"void main(){"
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" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
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" mediump vec4 c1 = texture2D(tex_fg, uv);"
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" frag = vec4(col.rgb, a);"
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" mediump vec4 c2 = texture2D(tex_bg, uv);"
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" mediump float t = clamp(c1.a / (c1.a + c2.a), 0.0, 1.0));"
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" mediump vec3 rgb = mix(c1.rgb, c2.rgb, t);"
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" frag = vec4(rgb, c1.a + c2.a);"
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"}";
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"}";
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LOG("initializing shaders");
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LOG("initializing shaders");
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@@ -195,6 +236,8 @@ void App::initShaders()
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LOG("Failed to create shader Atlas");
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LOG("Failed to create shader Atlas");
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if (!ShaderManager::create(kShader::Stroke, shader_stroke_v, shader_stroke_f))
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if (!ShaderManager::create(kShader::Stroke, shader_stroke_v, shader_stroke_f))
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LOG("Failed to create shader Stroke");
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LOG("Failed to create shader Stroke");
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if (!ShaderManager::create(kShader::StrokeLayer, shader_stroke_layer_v, shader_stroke_layer_f))
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LOG("Failed to create shader StrokeLayer");
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LOG("shaders initialized");
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LOG("shaders initialized");
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}
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}
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@@ -475,13 +518,6 @@ void App::init()
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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#endif
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#endif
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//int n;
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//glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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//for (int i = 0; i < n; i++)
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//{
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// const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
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// LOG("GL ext %03d: %s\n", i, s);
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//}
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LOG("GL version: %s", glGetString(GL_VERSION));
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LOG("GL version: %s", glGetString(GL_VERSION));
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LOG("GL vendor: %s", glGetString(GL_VENDOR));
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LOG("GL vendor: %s", glGetString(GL_VENDOR));
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LOG("GL renderer: %s", glGetString(GL_RENDERER));
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LOG("GL renderer: %s", glGetString(GL_RENDERER));
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@@ -75,7 +75,7 @@ bool ui::BrushMesh::create()
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{ { .5f, -.5f, 0, 1 }, { 1, 0 } }, // D A----D
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{ { .5f, -.5f, 0, 1 }, { 1, 0 } }, // D A----D
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};
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};
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glGenBuffers(3, buffers);
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glGenBuffers(3, buffers);
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if (!buffers)
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if (!(buffers[0] && buffers[1] && buffers[2]))
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return false;
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return false;
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static instance_t inst{ glm::mat4(), .1f };
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static instance_t inst{ glm::mat4(), .1f };
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@@ -170,6 +170,7 @@ ui::StrokeSample ui::Stroke::randomize_sample(const glm::vec2& pos, float pressu
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}
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}
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std::vector<ui::StrokeSample> ui::Stroke::compute_samples()
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std::vector<ui::StrokeSample> ui::Stroke::compute_samples()
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{
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{
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if (m_keypoints.empty()) return {};
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int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
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int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
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std::vector<StrokeSample> samples;
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std::vector<StrokeSample> samples;
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samples.reserve(nsamples); // preallocate the estimate number of samples
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samples.reserve(nsamples); // preallocate the estimate number of samples
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@@ -11,7 +11,7 @@ void ui::Canvas::clear()
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 1);
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_width, m_height);
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glViewport(0, 0, m_width, m_height);
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@@ -25,6 +25,8 @@ void ui::Canvas::clear()
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void ui::Canvas::stroke_end()
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void ui::Canvas::stroke_end()
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{
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{
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m_current_stroke = nullptr;
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m_current_stroke = nullptr;
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//stroke_commit();
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m_show_tmp = false;
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}
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}
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void ui::Canvas::stroke_draw()
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void ui::Canvas::stroke_draw()
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{
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{
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@@ -39,17 +41,20 @@ void ui::Canvas::stroke_draw()
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glViewport(0, 0, m_width, m_height);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_BLEND);
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auto proj = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f);
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auto proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
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auto m_brush = m_current_stroke->m_brush;
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auto m_brush = m_current_stroke->m_brush;
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auto samples = m_current_stroke->compute_samples();
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auto samples = m_current_stroke->compute_samples();
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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tex.bind();
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tex.bind();
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m_sampler.bind(0);
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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glActiveTexture(GL_TEXTURE1);
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m_tex.bind();
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if (m_use_instanced)
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if (m_use_instanced)
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{
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{
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glEnable(GL_BLEND);
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m_mesh.shader.use();
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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@@ -57,9 +62,12 @@ void ui::Canvas::stroke_draw()
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}
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}
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else
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else
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{
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{
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ShaderManager::use("stroke");
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glDisable(GL_BLEND);
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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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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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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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for (const auto& s : samples)
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{
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{
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auto mvp = proj *
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auto mvp = proj *
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@@ -67,16 +75,113 @@ void ui::Canvas::stroke_draw()
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glm::scale(glm::vec3(s.size, s.size, 1)) *
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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::eulerAngleZ(s.angle);
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//ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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//ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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//m_plane.draw_fill();
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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::translate(glm::vec3(0, m_height, 0)) * glm::inverse(proj * glm::scale(glm::vec3(1, -1, 1)));
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auto mvp_inv = glm::inverse(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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{
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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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}
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auto bb_sz = bb_max - bb_min;
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// TODO: use floor and ceil to round to pixel
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glm::vec2 pad(0);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::floor(bb_sz ) + pad, { 0, 0 }, { m_width, m_height });
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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tex_sz.x, tex_sz.y);
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// glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
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// 0, 0,
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// 0, 0,
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// m_width, m_height);
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//glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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// (int)floor(bb_min.x), (int)floor(bb_min.y),
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// (int)ceil(bb_sz.x), (int)ceil(bb_sz.y), 0);
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// auto tof = bb_min / glm::vec2(m_width, m_height);
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// auto tsz = bb_sz / glm::vec2(m_width, m_height);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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// ShaderManager::u_vec2(kShaderUniform::Tof, tof);
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// ShaderManager::u_vec2(kShaderUniform::Tsz, tsz);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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//m_plane.update_vertices(P);
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m_plane.draw_fill();
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m_plane.draw_fill();
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}
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}
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}
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}
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m_tex.unbind();
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glActiveTexture(GL_TEXTURE0);
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m_sampler.unbind();
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m_sampler.unbind();
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m_sampler_bg.unbind();
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tex.unbind();
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tex.unbind();
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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m_fb.unbindFramebuffer();
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// m_fb.bindFramebuffer();
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// {
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// m_tmp.bindTexture();
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// m_sampler.bind(0);
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// ShaderManager::use(ui::kShader::Texture);
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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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// m_plane.draw_fill();
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// m_sampler.unbind();
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// m_tmp.unbindTexture();
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// }
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// m_fb.unbindFramebuffer();
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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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}
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void ui::Canvas::stroke_commit()
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{
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m_fb.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glViewport(0, 0, m_width, m_height);
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GLboolean blend = glIsEnabled(GL_BLEND);
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if (!blend) glEnable(GL_BLEND);
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m_tmp.bindTexture();
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m_sampler.bind(0);
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ShaderManager::use(ui::kShader::Texture);
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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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m_plane.draw_fill();
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m_sampler.unbind();
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m_tmp.unbindTexture();
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if (!blend) glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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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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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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@@ -93,6 +198,17 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
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m_strokes.back().start(brush);
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m_strokes.back().start(brush);
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m_strokes.back().add_point(point, pressure);
|
m_strokes.back().add_point(point, pressure);
|
||||||
m_current_stroke = &m_strokes.back();
|
m_current_stroke = &m_strokes.back();
|
||||||
|
|
||||||
|
m_tmp.bindFramebuffer();
|
||||||
|
m_tmp.clear({ 1, 1, 1, 0 });
|
||||||
|
m_tmp.unbindFramebuffer();
|
||||||
|
m_show_tmp = true;
|
||||||
|
|
||||||
|
// m_fb.bindFramebuffer();
|
||||||
|
// m_tex.bind();
|
||||||
|
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||||
|
// m_tex.unbind();
|
||||||
|
// m_fb.unbindFramebuffer();
|
||||||
}
|
}
|
||||||
void ui::Canvas::layer_add(std::string name)
|
void ui::Canvas::layer_add(std::string name)
|
||||||
{
|
{
|
||||||
@@ -103,17 +219,19 @@ void ui::Canvas::resize(int width, int height)
|
|||||||
{
|
{
|
||||||
m_width = width;
|
m_width = width;
|
||||||
m_height = height;
|
m_height = height;
|
||||||
m_tmp->create(width, height, "tmp");
|
m_tmp.create(width, height);
|
||||||
m_fb.create(width, height);
|
m_fb.create(width, height);
|
||||||
|
m_tex.create(width, height);
|
||||||
}
|
}
|
||||||
bool ui::Canvas::create(int width, int height)
|
bool ui::Canvas::create(int width, int height)
|
||||||
{
|
{
|
||||||
m_width = width;
|
m_width = width;
|
||||||
m_height = height;
|
m_height = height;
|
||||||
m_tmp = std::make_unique<Layer>();
|
m_tmp.create(width, height);
|
||||||
m_tmp->create(width, height, "tmp");
|
|
||||||
m_fb.create(width, height);
|
m_fb.create(width, height);
|
||||||
|
m_tex.create(width, height);
|
||||||
m_sampler.create();
|
m_sampler.create();
|
||||||
|
m_sampler_bg.create();
|
||||||
m_plane.create<1>(1, 1);
|
m_plane.create<1>(1, 1);
|
||||||
m_mesh.create();
|
m_mesh.create();
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
@@ -17,11 +17,14 @@ public:
|
|||||||
int m_width;
|
int m_width;
|
||||||
int m_height;
|
int m_height;
|
||||||
bool m_use_instanced = false;
|
bool m_use_instanced = false;
|
||||||
|
bool m_show_tmp = false;
|
||||||
std::vector<Layer> m_layers;
|
std::vector<Layer> m_layers;
|
||||||
std::vector<Stroke> m_strokes;
|
std::vector<Stroke> m_strokes;
|
||||||
std::unique_ptr<Layer> m_tmp;
|
RTT m_tmp;
|
||||||
RTT m_fb;
|
RTT m_fb;
|
||||||
|
Texture2D m_tex;
|
||||||
Sampler m_sampler;
|
Sampler m_sampler;
|
||||||
|
Sampler m_sampler_bg;
|
||||||
|
|
||||||
bool create(int width, int height);
|
bool create(int width, int height);
|
||||||
void resize(int width, int height);
|
void resize(int width, int height);
|
||||||
@@ -30,6 +33,7 @@ public:
|
|||||||
void stroke_update(glm::vec2 point, float pressure);
|
void stroke_update(glm::vec2 point, float pressure);
|
||||||
void stroke_draw();
|
void stroke_draw();
|
||||||
void stroke_end();
|
void stroke_end();
|
||||||
|
void stroke_commit();
|
||||||
void clear();
|
void clear();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -1878,21 +1878,36 @@ public:
|
|||||||
glViewport(c.x, c.y, c.z, c.w);
|
glViewport(c.x, c.y, c.z, c.w);
|
||||||
|
|
||||||
glm::vec2 sz = { m_canvas->m_width, m_canvas->m_height };
|
glm::vec2 sz = { m_canvas->m_width, m_canvas->m_height };
|
||||||
auto mvp = glm::ortho(0.f, box.z, box.w, 0.f, -1.f, 1.f) *
|
auto mvp = glm::ortho(0.f, box.z, 0.f, box.w, -1.f, 1.f) *
|
||||||
//glm::translate(glm::vec3((m_size - sz) * 0.5f, 0)) * // center
|
//glm::translate(glm::vec3((m_size - sz) * 0.5f, 0)) * // center
|
||||||
glm::translate(glm::vec3(0)) * // corner
|
glm::translate(glm::vec3(0)) * // corner
|
||||||
glm::scale(glm::vec3(sz * zoom, 1)) *
|
glm::scale(glm::vec3(sz * zoom, 1)) *
|
||||||
glm::translate(glm::vec3(.5f, .5f, 0.f)); // pivot
|
glm::translate(glm::vec3(.5f, .5f, 0.f)); // pivot
|
||||||
|
|
||||||
m_canvas->m_fb.bindTexture();
|
|
||||||
m_canvas->m_sampler.bind(0);
|
m_canvas->m_sampler.bind(0);
|
||||||
ui::ShaderManager::use(kShader::Texture);
|
ui::ShaderManager::use(kShader::Texture);
|
||||||
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
|
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||||
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||||
|
|
||||||
|
bool blend = glIsEnabled(GL_BLEND);
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
m_canvas->m_fb.bindTexture();
|
||||||
NodeBorder::m_plane.draw_fill();
|
NodeBorder::m_plane.draw_fill();
|
||||||
m_canvas->m_sampler.unbind();
|
|
||||||
m_canvas->m_fb.unbindTexture();
|
m_canvas->m_fb.unbindTexture();
|
||||||
|
|
||||||
|
if (m_canvas->m_show_tmp)
|
||||||
|
{
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
m_canvas->m_tmp.bindTexture();
|
||||||
|
NodeBorder::m_plane.draw_fill();
|
||||||
|
m_canvas->m_tmp.unbindTexture();
|
||||||
|
}
|
||||||
|
|
||||||
|
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
m_canvas->m_sampler.unbind();
|
||||||
|
|
||||||
|
|
||||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||||
|
|||||||
@@ -69,6 +69,8 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
|
|||||||
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
||||||
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||||
|
|
||||||
|
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldFboID);
|
||||||
|
|
||||||
// Create a framebuffer object
|
// Create a framebuffer object
|
||||||
glGenFramebuffers(1, &fboID);
|
glGenFramebuffers(1, &fboID);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
|
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
|
||||||
@@ -94,22 +96,34 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
|
|||||||
// Check FBO status
|
// Check FBO status
|
||||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||||
LOG("createColorBuffer failed because: %s", err2str(status));
|
LOG("RTT::create failed because: %s", err2str(status));
|
||||||
|
|
||||||
// Switch back to window-system-provided framebuffer
|
// Switch back to window-system-provided framebuffer
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, oldFboID);
|
||||||
|
oldFboID = 0;
|
||||||
|
|
||||||
return status == GL_FRAMEBUFFER_COMPLETE;
|
return status == GL_FRAMEBUFFER_COMPLETE;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RTT::bindFramebuffer()
|
void RTT::bindFramebuffer()
|
||||||
{
|
{
|
||||||
|
#ifdef DEBUG
|
||||||
|
if (bound)
|
||||||
|
{
|
||||||
|
LOG("framebuffer bound twice!");
|
||||||
|
__debugbreak();
|
||||||
|
}
|
||||||
|
#endif // _DEBUG
|
||||||
|
bound = true;
|
||||||
|
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldFboID);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
|
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
|
||||||
}
|
}
|
||||||
|
|
||||||
void RTT::unbindFramebuffer()
|
void RTT::unbindFramebuffer()
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, oldFboID);
|
||||||
|
oldFboID = 0;
|
||||||
|
bound = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RTT::clear(glm::vec4 color)
|
void RTT::clear(glm::vec4 color)
|
||||||
|
|||||||
@@ -2,6 +2,8 @@
|
|||||||
|
|
||||||
class RTT
|
class RTT
|
||||||
{
|
{
|
||||||
|
bool bound = false;
|
||||||
|
GLint oldFboID = 0;
|
||||||
GLuint fboID;
|
GLuint fboID;
|
||||||
GLuint rboID;
|
GLuint rboID;
|
||||||
GLuint texID;
|
GLuint texID;
|
||||||
|
|||||||
@@ -131,6 +131,7 @@ GLint ui::Shader::GetAttribLocation(const char* name)
|
|||||||
}
|
}
|
||||||
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
|
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
|
||||||
{
|
{
|
||||||
|
m_shaders[id].name = id;
|
||||||
return m_shaders[id].create(vertex, fragment);
|
return m_shaders[id].create(vertex, fragment);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -7,25 +7,13 @@ enum class kShaderUniform : uint16_t
|
|||||||
{
|
{
|
||||||
MVP = const_hash("mvp"),
|
MVP = const_hash("mvp"),
|
||||||
Tex = const_hash("tex"),
|
Tex = const_hash("tex"),
|
||||||
|
TexFG = const_hash("tex_fg"),
|
||||||
|
TexBG = const_hash("tex_bg"),
|
||||||
Col = const_hash("col"),
|
Col = const_hash("col"),
|
||||||
Tof = const_hash("tof"),
|
Tof = const_hash("tof"),
|
||||||
Tsz = const_hash("tsz"),
|
Tsz = const_hash("tsz"),
|
||||||
Alpha = const_hash("alpha"),
|
Alpha = const_hash("alpha"),
|
||||||
};
|
Resolution = const_hash("resolution"),
|
||||||
|
|
||||||
class Shader
|
|
||||||
{
|
|
||||||
std::map<kShaderUniform, GLuint> m_umap;
|
|
||||||
GLuint prog;
|
|
||||||
public:
|
|
||||||
bool create(const char* vertex, const char* fragment);
|
|
||||||
void use();
|
|
||||||
void u_vec4(kShaderUniform id, const glm::vec4& v);
|
|
||||||
void u_vec2(kShaderUniform id, const glm::vec2& v);
|
|
||||||
void u_mat4(kShaderUniform id, const glm::mat4& m);
|
|
||||||
void u_int(kShaderUniform id, int i);
|
|
||||||
void u_float(kShaderUniform id, float f);
|
|
||||||
GLint GetAttribLocation(const char* name);
|
|
||||||
};
|
};
|
||||||
|
|
||||||
enum class kShader : uint16_t
|
enum class kShader : uint16_t
|
||||||
@@ -38,6 +26,23 @@ enum class kShader : uint16_t
|
|||||||
Font = const_hash("font"),
|
Font = const_hash("font"),
|
||||||
Atlas = const_hash("atlas"),
|
Atlas = const_hash("atlas"),
|
||||||
Stroke = const_hash("stroke"),
|
Stroke = const_hash("stroke"),
|
||||||
|
StrokeLayer = const_hash("stroke-layer"),
|
||||||
|
};
|
||||||
|
|
||||||
|
class Shader
|
||||||
|
{
|
||||||
|
std::map<kShaderUniform, GLuint> m_umap;
|
||||||
|
GLuint prog;
|
||||||
|
public:
|
||||||
|
kShader name;
|
||||||
|
bool create(const char* vertex, const char* fragment);
|
||||||
|
void use();
|
||||||
|
void u_vec4(kShaderUniform id, const glm::vec4& v);
|
||||||
|
void u_vec2(kShaderUniform id, const glm::vec2& v);
|
||||||
|
void u_mat4(kShaderUniform id, const glm::mat4& m);
|
||||||
|
void u_int(kShaderUniform id, int i);
|
||||||
|
void u_float(kShaderUniform id, float f);
|
||||||
|
GLint GetAttribLocation(const char* name);
|
||||||
};
|
};
|
||||||
|
|
||||||
class ShaderManager
|
class ShaderManager
|
||||||
|
|||||||
@@ -149,7 +149,29 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
|
|||||||
*idx++ = div; // D
|
*idx++ = div; // D
|
||||||
*idx++ = 0; // A
|
*idx++ = 0; // A
|
||||||
}
|
}
|
||||||
|
void ui::Plane::update_vertices(const glm::vec4* data)
|
||||||
|
{
|
||||||
|
static vertex_t vertices[4];
|
||||||
|
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
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
static GLushort idx[6 + 8]{
|
||||||
|
0, 1, 2,
|
||||||
|
0, 2, 3,
|
||||||
|
0, 1,
|
||||||
|
1, 2,
|
||||||
|
2, 3,
|
||||||
|
3, 0,
|
||||||
|
};
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
void Circle::create_impl(float radius, int div, GLushort* idx, vertex_t* vertices)
|
void Circle::create_impl(float radius, int div, GLushort* idx, vertex_t* vertices)
|
||||||
{
|
{
|
||||||
count[0] = div * 3;
|
count[0] = div * 3;
|
||||||
|
|||||||
@@ -59,6 +59,7 @@ public:
|
|||||||
create_impl(w, h, div, idx, vertices);
|
create_impl(w, h, div, idx, vertices);
|
||||||
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
|
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
|
||||||
}
|
}
|
||||||
|
void update_vertices(const glm::vec4* data);
|
||||||
/*
|
/*
|
||||||
bool create(att::Divisions divisions, att::Width w, att::Height h)
|
bool create(att::Divisions divisions, att::Width w, att::Height h)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ class Texture2D
|
|||||||
GLint m_format;
|
GLint m_format;
|
||||||
GLint m_iformat;
|
GLint m_iformat;
|
||||||
public:
|
public:
|
||||||
bool create(int width, int height, GLint internal_format, GLint format = GL_RGBA, const uint8_t* data = nullptr);
|
bool create(int width, int height, GLint internal_format = GL_RGBA8, GLint format = GL_RGBA, const uint8_t* data = nullptr);
|
||||||
bool create(const ui::Image& img);
|
bool create(const ui::Image& img);
|
||||||
void assign(GLuint tex, int w = -1, int h = -1, GLuint internal_format = GL_RGBA8, GLuint format = GL_RGBA);
|
void assign(GLuint tex, int w = -1, int h = -1, GLuint internal_format = GL_RGBA8, GLuint format = GL_RGBA);
|
||||||
bool load(std::string filename);
|
bool load(std::string filename);
|
||||||
|
|||||||
Reference in New Issue
Block a user