implement simple brush projection on single cube face, add camera rotation instead of pan
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@@ -72,8 +72,46 @@ void ui::Canvas::stroke_draw()
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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for (const auto& s : samples)
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{
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auto unproject = [](glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj, glm::vec3& out_origin, glm::vec3& out_dir) {
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auto clip_space = glm::vec2(loc.x, vp.w - loc.y - 1.f) / vp.zw() * 2.f - 1.f;
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auto inv = glm::inverse(proj * camera);
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auto wp0 = inv * glm::vec4(clip_space, 0, 1);
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auto wp1 = inv * glm::vec4(clip_space, .5, 1);
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out_origin = (wp0 / wp0.w).xyz();
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out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin);
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};
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auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3& out_hit) {
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float den = glm::dot(ray_dir, plane_normal);
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if (den == 0)
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return false; // no intersection
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float num = glm::dot(plane_origin - ray_origin, plane_normal);
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float t = num / den;
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if (t > 0)
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out_hit = ray_origin + ray_dir * t;
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else
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// negative intersection
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return false;
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return true;
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};
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glm::vec3 ray_origin, ray_dir;
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unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 plane_origin{ 0, 0, -1 }, plane_dir{ 0, 0, 1 };
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glm::vec3 hit;
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glm::vec2 fb_pos;
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if (intersect(ray_origin, ray_dir, plane_origin, plane_dir, hit))
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{
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glm::mat4 plane_camera = glm::lookAt(plane_origin, plane_dir, { 0, 1, 0 });
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::abs(plane_local.x) < 0.5f && glm::abs(plane_local.y) < 0.5f)
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{
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fb_pos.x = -(plane_local.x - 0.5f) * m_width;
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fb_pos.y = (plane_local.y + 0.5f) * m_height;
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LOG("draw %f %f", fb_pos.x, fb_pos.y);
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}
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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::translate(glm::vec3(fb_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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@@ -112,10 +150,10 @@ void ui::Canvas::stroke_draw()
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m_box.xy = glm::min(m_box.xy(), (glm::vec2)tex_pos);
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m_box.zw = glm::max(m_box.zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4());
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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//m_plane.update_vertices(P);
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m_plane.draw_fill();
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m_plane_brush.update_vertices(P);
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m_plane_brush.draw_fill();
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}
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}
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@@ -206,6 +244,7 @@ void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
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{
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->m_camera = { m_cam_rot, m_cam_fov };
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m_current_stroke->start(brush);
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m_current_stroke->add_point(point, pressure);
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@@ -260,6 +299,7 @@ bool ui::Canvas::create(int width, int height)
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m_sampler.create();
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m_sampler_bg.create();
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m_plane.create<1>(1, 1);
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m_plane_brush.create<1>(1, 1);
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m_mesh.create();
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return true;
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}
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