implement brush sampling and spacing into the Stroke class
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@@ -23,20 +23,82 @@ public:
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class Stroke
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{
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public:
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struct Sample
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{
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glm::vec2 pos;
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float size;
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float flow;
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float angle;
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};
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struct Keypoint
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{
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glm::vec2 pos;
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float pressure;
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float dist;
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};
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int m_layer;
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float m_dist;
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float m_step;
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ui::Brush m_brush;
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std::vector<Keypoint> m_keypoints;
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std::vector<Sample> m_samples;
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int m_last_kp;
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std::minstd_rand prng;
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void start(glm::vec2 pos, float pressure, const ui::Brush& brush)
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{
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m_last_kp = 0;
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m_dist = 0.f;
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m_step = glm::max(brush.m_tip_spacing * brush.m_tip_size * 30, 0.1f);
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m_brush = brush;
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add_point(pos, pressure);
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}
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void add_point(glm::vec2 pos, float pressure)
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{
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float dist = m_keypoints.empty() ? 0.f :
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m_keypoints.back().dist + glm::distance(m_keypoints.back().pos, pos);
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m_keypoints.emplace_back();
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m_keypoints.back().pos = pos;
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m_keypoints.back().pressure = pressure;
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m_keypoints.back().dist = dist;
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}
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bool has_sample()
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{
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return m_keypoints.empty() ? false : // no keypoints
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(m_keypoints.back().dist > (m_dist + m_step)); // check if next kp is closer than spacing
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}
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std::vector<Sample> compute_samples()
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{
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int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
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std::vector<Sample> samples;
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samples.reserve(nsamples); // preallocate the estimate number of samples
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while (m_keypoints.back().dist > (m_dist + m_step))
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{
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m_dist += m_step;
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while (m_dist > m_keypoints[m_last_kp + 1].dist)
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m_last_kp++;
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const auto& A = m_keypoints[m_last_kp];
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const auto& B = m_keypoints[m_last_kp + 1]; // NOTE: this should be true when while is true
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float t = (m_dist - A.dist) / (B.dist - A.dist); // NOTE: must be A != B
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auto pos = glm::lerp(A.pos, B.pos, t);
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float pressure = glm::lerp(A.pressure, B.pressure, t);
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auto s = randomize_sample(pos, pressure);
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samples.push_back(s);
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}
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return std::move(samples);
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}
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Sample randomize_sample(const glm::vec2& pos, float pressure)
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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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Sample s;
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s.angle = (m_brush.m_tip_angle + rnd_nor() * m_brush.m_jitter_angle) * (float)(M_PI * 2.0);
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s.pos = pos + (rnd_vec() * m_brush.m_jitter_spread * 100.f);
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s.size = 100.f * m_brush.m_tip_size * (1.f - rnd_nor() * m_brush.m_jitter_scale);
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s.flow = m_brush.m_tip_flow * (1.f - rnd_nor() * m_brush.m_jitter_flow);
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return s;
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}
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};
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@@ -41,8 +41,7 @@ public:
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{
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prng.seed(0);
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m_strokes.emplace_back();
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m_strokes.back().m_brush = brush;
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m_strokes.back().add_point(point, pressure);
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m_strokes.back().start(point, pressure, brush);
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m_current_stroke = &m_strokes.back();
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}
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void stroke_update(glm::vec2 point, float pressure)
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@@ -59,50 +58,26 @@ public:
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_BLEND);
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//auto mvp = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f) *
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// glm::translate(glm::vec3(point, 0)) *
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// glm::scale(glm::vec3(30, 30, 1));
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//auto& tex = TextureManager::get(m_current_stroke->m_brush.m_tex_id);
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//tex.bind();
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//m_sampler.bind(0);
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//ui::ShaderManager::use(kShader::Stroke);
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//ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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//ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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//ui::ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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//ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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//m_plane.draw_fill();
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//m_sampler.unbind();
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//tex.unbind();
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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 m_brush = m_current_stroke->m_brush;
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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 = point + (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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auto samples = m_current_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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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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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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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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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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m_sampler.unbind();
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tex.unbind();
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@@ -1875,7 +1875,7 @@ public:
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{
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if (new_size.x > m_canvas->m_width)
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{
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m_canvas->create(new_size.x, new_size.y);
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m_canvas->create((int)new_size.x, (int)new_size.y);
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m_canvas->clear();
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}
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}
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