add noise parameter to the brush settings

This commit is contained in:
2017-11-12 17:02:24 +00:00
parent 5dccd61160
commit e280629cf2
8 changed files with 14 additions and 2 deletions

View File

@@ -155,6 +155,7 @@
<node height="20" justify="center"><text text="Mixer" font-face="arial" font-size="11"/></node> <node height="20" justify="center"><text text="Mixer" font-face="arial" font-size="11"/></node>
<node height="20" justify="center"><text text="Stencil" font-face="arial" font-size="11"/></node> <node height="20" justify="center"><text text="Stencil" font-face="arial" font-size="11"/></node>
<node height="20" justify="center"><text text="Wet" font-face="arial" font-size="11"/></node> <node height="20" justify="center"><text text="Wet" font-face="arial" font-size="11"/></node>
<node height="20" justify="center"><text text="Noise" font-face="arial" font-size="11"/></node>
</node> </node>
<border dir="col" align="center" grow="1" width="1" flood-events="1"> <border dir="col" align="center" grow="1" width="1" flood-events="1">
<node height="30" pad="1" width="100%" dir="row"> <node height="30" pad="1" width="100%" dir="row">
@@ -183,6 +184,7 @@
<node height="20" pad="1" width="100%"><slider-h id="tip-mix"/></node> <node height="20" pad="1" width="100%"><slider-h id="tip-mix"/></node>
<node height="20" pad="1" width="100%"><slider-h id="tip-stencil"/></node> <node height="20" pad="1" width="100%"><slider-h id="tip-stencil"/></node>
<node height="20" pad="1" width="100%"><slider-h id="tip-wet"/></node> <node height="20" pad="1" width="100%"><slider-h id="tip-wet"/></node>
<node height="20" pad="1" width="100%"><slider-h id="tip-noise"/></node>
</border> </border>
</node> </node>

View File

@@ -258,6 +258,7 @@ void App::initShaders()
"uniform mediump vec4 col;\n" "uniform mediump vec4 col;\n"
"uniform mediump vec2 resolution;\n" "uniform mediump vec2 resolution;\n"
"uniform mediump float alpha;\n" "uniform mediump float alpha;\n"
"uniform mediump float noise;\n"
"uniform mediump vec2 stencil_offset;\n" "uniform mediump vec2 stencil_offset;\n"
"uniform mediump float stencil_alpha;\n" "uniform mediump float stencil_alpha;\n"
"uniform mediump float wet;\n" "uniform mediump float wet;\n"
@@ -268,6 +269,7 @@ void App::initShaders()
#else #else
"out mediump vec4 frag;\n" "out mediump vec4 frag;\n"
#endif #endif
"mediump float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); }\n"
"void main(){\n" "void main(){\n"
" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n" " mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
" mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset) * 2.0).r * 0.9) * stencil_alpha;\n" " mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset) * 2.0).r * 0.9) * stencil_alpha;\n"
@@ -278,6 +280,7 @@ void App::initShaders()
#else #else
" mediump vec4 bg = texture(tex_bg, uv2);\n" " mediump vec4 bg = texture(tex_bg, uv2);\n"
#endif #endif
" fg.a *= 1.0-rand(uv2+uv)*noise;\n"
" if (fg.a == 0.0) discard;\n" " if (fg.a == 0.0) discard;\n"
" mediump float contribution = (1.0 - bg.a) * fg.a * stencil;\n" " mediump float contribution = (1.0 - bg.a) * fg.a * stencil;\n"
" mediump float alpha_tot = bg.a + contribution;" " mediump float alpha_tot = bg.a + contribution;"

View File

@@ -18,6 +18,7 @@ public:
float m_tip_angle = 0; float m_tip_angle = 0;
float m_tip_stencil = 0; float m_tip_stencil = 0;
float m_tip_wet = 0; float m_tip_wet = 0;
float m_tip_noise = 0;
bool m_tip_angle_follow = false; bool m_tip_angle_follow = false;
bool m_tip_flow_pressure = false; bool m_tip_flow_pressure = false;
bool m_tip_size_pressure = false; bool m_tip_size_pressure = false;

View File

@@ -247,6 +247,7 @@ void ui::Canvas::stroke_draw()
//ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f)); //ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f));
ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil); ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
ShaderManager::u_float(kShaderUniform::Wet, m_brush.m_tip_wet); ShaderManager::u_float(kShaderUniform::Wet, m_brush.m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, m_brush.m_tip_noise);
for (const auto& s : samples) for (const auto& s : samples)
{ {
glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f); glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);

View File

@@ -490,7 +490,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{ {
if (!m_points.empty()) if (m_points.size() > 3)
{ {
if (m_dragging) if (m_dragging)
{ {
@@ -623,7 +623,7 @@ void CanvasModeMaskLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{ {
if (!m_points.empty()) if (m_points.size() > 3)
{ {
if (m_active_tool) if (m_active_tool)
{ {

View File

@@ -29,6 +29,8 @@ void NodePanelStroke::update_controls()
m_tip_opacity->m_value.x = b.m_tip_opacity; m_tip_opacity->m_value.x = b.m_tip_opacity;
m_tip_angle->m_value.x = b.m_tip_angle; m_tip_angle->m_value.x = b.m_tip_angle;
m_tip_stencil->m_value.x = b.m_tip_stencil; m_tip_stencil->m_value.x = b.m_tip_stencil;
m_tip_wet->m_value.x = b.m_tip_wet;
m_tip_noise->m_value.x = b.m_tip_noise;
m_jitter_scale->m_value.x = b.m_jitter_scale; m_jitter_scale->m_value.x = b.m_jitter_scale;
m_jitter_angle->m_value.x = b.m_jitter_angle; m_jitter_angle->m_value.x = b.m_jitter_angle;
m_jitter_spread->m_value.x = b.m_jitter_spread; m_jitter_spread->m_value.x = b.m_jitter_spread;
@@ -55,6 +57,7 @@ void NodePanelStroke::init_controls()
init_slider(m_tip_angle, "tip-angle", &ui::Brush::m_tip_angle); init_slider(m_tip_angle, "tip-angle", &ui::Brush::m_tip_angle);
init_slider(m_tip_stencil, "tip-stencil", &ui::Brush::m_tip_stencil); init_slider(m_tip_stencil, "tip-stencil", &ui::Brush::m_tip_stencil);
init_slider(m_tip_wet, "tip-wet", &ui::Brush::m_tip_wet); init_slider(m_tip_wet, "tip-wet", &ui::Brush::m_tip_wet);
init_slider(m_tip_noise, "tip-wet", &ui::Brush::m_tip_noise);
init_slider(m_jitter_scale, "jitter-scale", &ui::Brush::m_jitter_scale); init_slider(m_jitter_scale, "jitter-scale", &ui::Brush::m_jitter_scale);
init_slider(m_jitter_angle, "jitter-angle", &ui::Brush::m_jitter_angle); init_slider(m_jitter_angle, "jitter-angle", &ui::Brush::m_jitter_angle);
init_slider(m_jitter_spread, "jitter-spread", &ui::Brush::m_jitter_spread); init_slider(m_jitter_spread, "jitter-spread", &ui::Brush::m_jitter_spread);

View File

@@ -18,6 +18,7 @@ public:
NodeSliderH* m_tip_angle; NodeSliderH* m_tip_angle;
NodeSliderH* m_tip_stencil; NodeSliderH* m_tip_stencil;
NodeSliderH* m_tip_wet; NodeSliderH* m_tip_wet;
NodeSliderH* m_tip_noise;
NodeSliderH* m_jitter_scale; NodeSliderH* m_jitter_scale;
NodeSliderH* m_jitter_angle; NodeSliderH* m_jitter_angle;
NodeSliderH* m_jitter_spread; NodeSliderH* m_jitter_spread;

View File

@@ -24,6 +24,7 @@ enum class kShaderUniform : uint16_t
Resolution = const_hash("resolution"), Resolution = const_hash("resolution"),
Highlight = const_hash("highlight"), Highlight = const_hash("highlight"),
BlendMode = const_hash("blend_mode"), BlendMode = const_hash("blend_mode"),
Noise = const_hash("noise"),
}; };
enum class kShader : uint16_t enum class kShader : uint16_t