change android icon, move code so .cpp and implement stroke preview using Stroke class for accurate preview.

This commit is contained in:
2017-03-29 00:50:51 +01:00
parent 675e0148ec
commit ade95724e8
14 changed files with 421 additions and 370 deletions

View File

@@ -1676,8 +1676,11 @@ class NodeStrokePreview : public NodeBorder
{
RTT m_rtt;
Sampler m_sampler;
ui::BrushMesh m_mesh;
public:
ui::Brush m_brush;
ui::Stroke m_stroke;
std::vector<glm::vec2> m_bez_points;
virtual Node* clone_instantiate() const override { return new NodeStrokePreview(); }
virtual void clone_copy(Node* dest) const override
{
@@ -1694,6 +1697,7 @@ public:
}
void init_controls()
{
m_mesh.create();
m_sampler.create();
TextureManager::load("data/Icons/Round-Hard.png");
m_brush.m_tex_id = const_hash("data/Icons/Round-Hard.png");
@@ -1710,46 +1714,47 @@ public:
double w = (double)m_rtt.getWidth();
double h = (double)m_rtt.getHeight();
std::vector<glm::vec2> kp = { {30, 30}, {30, h-30}, {w-30, 30}, { w-30, h-30 } };
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
glEnable(GL_BLEND);
glm::mat4 proj = glm::ortho<float>(0, (float)m_rtt.getWidth(), 0, (float)m_rtt.getHeight(), -1, 1);
auto& t = TextureManager::get(m_brush.m_tex_id);
float alpha = 0;
std::minstd_rand prng;
ShaderManager::use("stroke");
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
ShaderManager::u_int(kShaderUniform::Tex, 0);
t.bind();
m_stroke.reset();
m_stroke.start(m_brush);
auto samples = m_stroke.compute_samples();
auto& tex = TextureManager::get(m_brush.m_tex_id);
tex.bind();
m_sampler.bind(0);
while (alpha < 1.f)
if (true)
{
auto rnd_nor = [&] { return float((double)prng() / (double)prng.max()); }; // normalized [0, +1]
auto rnd_neg = [&] { return float((double)prng() / (double)prng.max() * 2.0 - 1.0); }; // normalized [-1, +1]
auto rnd_rad = [&] { return float((double)prng() / (double)prng.max() * M_PI * 2.0); }; // normalized [0, 2pi]
auto rnd_vec = [&] { float rad = rnd_rad(); return glm::vec2(cosf(rad), sinf(rad)); }; // normalized direction vector
float angle = (m_brush.m_tip_angle + rnd_nor() * m_brush.m_jitter_angle) * (float)(M_PI * 2.0);
glm::vec2 pos = BezierCurve::Bezier2D(kp, alpha) + (rnd_vec() * m_brush.m_jitter_spread * 100.f);
float size = 100.f * m_brush.m_tip_size * (1.f - rnd_nor() * m_brush.m_jitter_scale);
float flow = m_brush.m_tip_flow * (1.f - rnd_nor() * m_brush.m_jitter_flow);
alpha += glm::max(m_brush.m_tip_spacing * .2f, .01f);
auto mvp = proj *
//glm::translate(glm::vec3(i * 40 * m_tip_spacing, m_rtt.getHeight() / 2, 0)) *
glm::translate(glm::vec3(pos, 0)) *
glm::scale(glm::vec3(size, size, 1)) *
glm::eulerAngleZ(angle);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_float(kShaderUniform::Alpha, flow);
m_plane.draw_fill();
m_mesh.shader.use();
m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
m_mesh.shader.u_int(kShaderUniform::Tex, 0);
m_mesh.draw(samples, proj);
}
// else
// {
// ShaderManager::use("stroke");
// ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
// ShaderManager::u_int(kShaderUniform::Tex, 0);
// for (const auto& s : samples)
// {
// auto mvp = proj *
// glm::translate(glm::vec3(s.pos, 0)) *
// glm::scale(glm::vec3(s.size, s.size, 1)) *
// glm::eulerAngleZ(s.angle);
//
// ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
// ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
// m_plane.draw_fill();
// }
// }
m_sampler.unbind();
t.unbind();
tex.unbind();
glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
@@ -1771,6 +1776,14 @@ public:
}
virtual void handle_resize(glm::vec2 old_size, glm::vec2 new_size) override
{
float pad = 30.f;
float w = new_size.x;
float h = new_size.y;
std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
m_stroke.start(m_brush);
for (int i = 0; i < 20; i++)
m_stroke.add_point(BezierCurve::Bezier2D(kp, i / 20.f), 1.f);
m_rtt.destroy();
m_rtt.create((int)new_size.x, (int)new_size.y);
draw_stroke();