implement brush sampling and spacing into the Stroke class
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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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