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