implement instanced drawing
This commit is contained in:
@@ -120,7 +120,7 @@
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<border dir="col" align="center" grow="1" width="1">
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<border dir="col" align="center" grow="1" width="1">
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<node height="20" pad="1" width="100%"><slider-h id="tip-size" value=".5"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-size" value=".5"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-flow" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-flow" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-spacing"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-spacing" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-angle"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-angle"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-mix"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-mix"/></node>
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</border>
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</border>
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@@ -319,9 +319,12 @@
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<button-custom id="menu-layers" height="100%" margin="0 0 0 0" justify="center" align="center" pad="8" color=".1">
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<button-custom id="menu-layers" height="100%" margin="0 0 0 0" justify="center" align="center" pad="8" color=".1">
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<text text="Layers" font-face="arial" font-size="11"/>
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<text text="Layers" font-face="arial" font-size="11"/>
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</button-custom>
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</button-custom>
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<node height="100%" color="1" grow="1" justify="center" align="flex-end">
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<text text="PanoPainter 0.1.2 alpha" font-face="arial" font-size="11" margin="0 10 0 0" color=".2 .5 1 1"/>
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</node>
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</border>
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</border>
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<!-- toolbar -->
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<!-- toolbar -->
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<border id="toolbar" height="50" width="100%" pad="5" dir="row" color=".2">
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<!--<border id="toolbar" height="50" width="100%" pad="5" dir="row" color=".2">
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<button id="btn-close" width="50" height="100%" margin="0 5 0 0" text="Clear"/>
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<button id="btn-close" width="50" height="100%" margin="0 5 0 0" text="Clear"/>
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<button id="btn-popup" width="50" height="100%" margin="0 5 0 0" text="Popup"/>
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<button id="btn-popup" width="50" height="100%" margin="0 5 0 0" text="Popup"/>
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<ref id="multi-button"/>
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<ref id="multi-button"/>
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@@ -333,21 +336,21 @@
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<button-custom width="50" margin="0 5 0 0" color=".3" thickness="1" border-color=".5" justify="center" align="center"><text text="green" font-face="arial" font-size="11" color="0 1 0 1"/></button-custom>
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<button-custom width="50" margin="0 5 0 0" color=".3" thickness="1" border-color=".5" justify="center" align="center"><text text="green" font-face="arial" font-size="11" color="0 1 0 1"/></button-custom>
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<button-custom width="50" margin="0 5 0 0" color=".2" thickness="1" border-color=".5" justify="center" align="center"><text text="blue" font-face="arial" font-size="11" color=".4 .4 1 1"/></button-custom>
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<button-custom width="50" margin="0 5 0 0" color=".2" thickness="1" border-color=".5" justify="center" align="center"><text text="blue" font-face="arial" font-size="11" color=".4 .4 1 1"/></button-custom>
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<separator width="10"/>
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<separator width="10"/>
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<!--button with image-->
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--><!--button with image--><!--
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<button-custom width="50" margin="0 5 0 0" thickness="1" border-color=".0" pad="8">
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<button-custom width="50" margin="0 5 0 0" thickness="1" border-color=".0" pad="8">
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<image path="data/icons.png" region="30 30 90 90" width="100%" height="100%" align="center" justify="flex-end">
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<image path="data/icons.png" region="30 30 90 90" width="100%" height="100%" align="center" justify="flex-end">
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<!--<text text="Groups" font-face="arial" font-size="11" color=".1"/>-->
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--><!--<text text="Groups" font-face="arial" font-size="11" color=".1"/>--><!--
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</image>
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</image>
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</button-custom>
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</button-custom>
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<button-custom id="btn-settings" width="50" margin="0 5 0 0" thickness="1" border-color=".0" pad="8">
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<button-custom id="btn-settings" width="50" margin="0 5 0 0" thickness="1" border-color=".0" pad="8">
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<image path="data/icons.png" region="143 155 203 215" width="100%" height="100%" align="center" justify="flex-end">
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<image path="data/icons.png" region="143 155 203 215" width="100%" height="100%" align="center" justify="flex-end">
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<!--<text text="Settings" font-face="arial" font-size="11"/>-->
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--><!--<text text="Settings" font-face="arial" font-size="11"/>--><!--
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</image>
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</image>
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</button-custom>
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</button-custom>
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<button-custom width="50" margin="0 15 0 0" thickness="1" border-color=".0" pad="8" align="center" justify="center">
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<button-custom width="50" margin="0 15 0 0" thickness="1" border-color=".0" pad="8" align="center" justify="center">
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<icon width="100%" height="100%" icon="accept"/>
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<icon width="100%" height="100%" icon="accept"/>
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</button-custom>
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</button-custom>
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</border>
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</border>-->
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<!-- central row -->
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<!-- central row -->
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<node grow="1" dir="row" wrap="1" height="0">
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<node grow="1" dir="row" wrap="1" height="0">
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<border width="60" color=".2 .2 .2 .6" margin="0 0 0 0" dir="col" pad="4" flood-events="1">
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<border width="60" color=".2 .2 .2 .6" margin="0 0 0 0" dir="col" pad="4" flood-events="1">
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@@ -365,6 +368,9 @@
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<icon width="100%" height="100%" icon="disk"/>
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<icon width="100%" height="100%" icon="disk"/>
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</button-custom>-->
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</button-custom>-->
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<button id="btn-switch" width="50" height="50" margin="0 0 5 0" text="Switch"/>
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<button id="btn-close" width="50" height="50" margin="0 0 5 0" text="Clear"/>
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<!--panel togglers-->
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<!--panel togglers-->
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<button-custom id="btn-stroke" width="50" height="50" margin="0 0 5 0" thickness="1" border-color=".1" pad="2">
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<button-custom id="btn-stroke" width="50" height="50" margin="0 0 5 0" thickness="1" border-color=".1" pad="2">
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<image path="data/ui/stroke.png" width="100%" height="100%" align="center" justify="flex-end"/>
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<image path="data/ui/stroke.png" width="100%" height="100%" align="center" justify="flex-end"/>
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@@ -393,16 +399,16 @@
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</border>
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</border>
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</node>
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</node>
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<!-- content panel -->
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<!-- content panel -->
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<node grow="1" color=".1" pad="10">
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<node grow="1" color=".1" pad="0">
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<canvas id="paint-canvas" grow="1"/>
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<canvas id="paint-canvas" grow="1"/>
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</node>
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</node>
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</node>
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</node>
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<!-- status bar -->
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<!-- status bar -->
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<border height="30" width="100%" color=".15" border-color=".3" dir="row" pad="0 0 0 10" align="center">
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<!--<border height="30" width="100%" color=".15" border-color=".3" dir="row" pad="0 0 0 10" align="center">
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<!--<text-input width="100" height="100%" color=".3"/>-->
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--><!--<text-input width="100" height="100%" color=".3"/>--><!--
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<text text="Status Bar: nothing to show here." font-face="arial" font-size="11"/>
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<text text="Status Bar: nothing to show here." font-face="arial" font-size="11"/>
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<text text="#opengl #fromscratch #c++" font-face="arial" font-size="11" margin="0 0 0 10" color=".2 .5 1 1"/>
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<text text="#opengl #fromscratch #c++" font-face="arial" font-size="11" margin="0 0 0 10" color=".2 .5 1 1"/>
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</border>
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</border>-->
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</node>
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</node>
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<!--<ref id="settings"/>-->
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<!--<ref id="settings"/>-->
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<!--<ref id="popup-menu"/>-->
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<!--<ref id="popup-menu"/>-->
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@@ -259,6 +259,8 @@ void App::initLayout()
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stroke->create();
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stroke->create();
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stroke->loaded();
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stroke->loaded();
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canvas->m_brush = stroke->m_canvas->m_brush;
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brushes->on_brush_changed = [this](Node* target, int index) {
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brushes->on_brush_changed = [this](Node* target, int index) {
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auto tid = brushes->get_texture_id(index);
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auto tid = brushes->get_texture_id(index);
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stroke->m_canvas->m_brush.m_tex_id = tid;
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stroke->m_canvas->m_brush.m_tex_id = tid;
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@@ -343,6 +345,15 @@ void App::initLayout()
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};
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};
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}
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}
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if (auto* button = layout[main_id]->find<NodeButton>("btn-switch"))
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{
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button->on_click = [this,button](Node*) {
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//exit(0);
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canvas->m_canvas->m_use_instanced = !canvas->m_canvas->m_use_instanced;
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//button->color_normal = canvas->m_canvas->m_use_instanced ? glm::vec4(1, 0, 0, 1) : glm::vec4(0, 1, 0, 1);
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button->m_text->set_text(canvas->m_canvas->m_use_instanced ? "INST" : "NORM");
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};
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}
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if (auto* button = layout[main_id]->find<NodeButton>("btn-close"))
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if (auto* button = layout[main_id]->find<NodeButton>("btn-close"))
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{
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{
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button->on_click = [this](Node*) {
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button->on_click = [this](Node*) {
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150
engine/brush.h
150
engine/brush.h
@@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "rtt.h"
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#include "rtt.h"
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#include "shader.h"
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NS_START
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NS_START
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@@ -20,16 +21,141 @@ public:
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float m_jitter_flow;
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float m_jitter_flow;
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};
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};
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struct StrokeSample
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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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class BrushMesh
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{
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public:
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ui::Shader shader;
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GLuint buffers[3]{ 0 };
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struct vertex_t { glm::vec4 pos; glm::vec2 uvs; };
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struct instance_t { glm::mat4 mvp; float flow; };
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int loc_flow;
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int loc_mvp;
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bool create()
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{
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static GLushort idx[6] { 0, 1, 2, 0, 2, 3 };
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static vertex_t vertices[4]{
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{ { -.5f, -.5f, 0, 1 }, { 0, 0 } }, // A B----C
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{ { -.5f, .5f, 0, 1 }, { 0, 1 } }, // B --\ | |
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{ { .5f, .5f, 0, 1 }, { 1, 1 } }, // C --/ | |
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{ { .5f, -.5f, 0, 1 }, { 1, 0 } }, // D A----D
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};
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glGenBuffers(3, buffers);
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if (!buffers)
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return false;
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static instance_t inst{ glm::mat4(), .1f };
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glBindBuffer(GL_ARRAY_BUFFER, buffers[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(instance_t), &inst, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// STROKE - INSTANCED
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static const char* shader_stroke_inst_v =
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SHADER_VERSION
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"in vec4 pos;"
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"in vec2 uvs;"
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"in mat4 a_mvp;"
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"in float a_flow;"
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"out vec3 uv;"
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"out float alpha;"
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"void main(){"
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" uv = vec3(uvs, pos.w);"
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" alpha = a_flow;"
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" gl_Position = a_mvp * vec4(pos.xyz, 1.0);"
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"}";
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static const char* shader_stroke_inst_f =
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SHADER_VERSION
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"uniform sampler2D tex;"
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"uniform vec4 col;"
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"in float alpha;"
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"in vec3 uv;"
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"out vec4 frag;"
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"void main(){"
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" float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
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" frag = vec4(col.rgb, a);"
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"}";
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if (!shader.create(shader_stroke_inst_v, shader_stroke_inst_f))
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LOG("Failed to create shader Texture");
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loc_flow = shader.GetAttribLocation("a_flow");
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loc_mvp = shader.GetAttribLocation("a_mvp");
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return true;
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}
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void draw(const std::vector<StrokeSample>& samples, const glm::mat4& proj)
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{
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std::vector<instance_t> attributes;
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attributes.reserve(samples.size());
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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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attributes.emplace_back(instance_t{ mvp, s.flow });
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}
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, pos));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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// Likewise, we can do the same with the model matrix. Note that a
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// matrix input to the vertex shader consumes N consecutive input
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// locations, where N is the number of columns in the matrix. So...
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// we have four vertex attributes to set up.
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glBindBuffer(GL_ARRAY_BUFFER, buffers[2]);
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glBufferData(GL_ARRAY_BUFFER, (int)(sizeof(instance_t) * attributes.size()), attributes.data(), GL_STATIC_DRAW);
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// Loop over each column of the matrix...
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for (int i = 0; i < 4; i++)
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{
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// Set up the vertex attribute
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glVertexAttribPointer(loc_mvp + i, 4, GL_FLOAT, GL_FALSE, sizeof(instance_t),
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(GLvoid*)(offsetof(instance_t, mvp) + sizeof(glm::vec4) * i));
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// Enable it
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glEnableVertexAttribArray(loc_mvp + i);
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// Make it instanced
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glVertexAttribDivisor(loc_mvp + i, 1);
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}
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glEnableVertexAttribArray(loc_flow);
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glVertexAttribPointer(loc_flow, 1, GL_FLOAT, GL_FALSE, sizeof(instance_t),
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(GLvoid*)offsetof(instance_t, flow));
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glVertexAttribDivisor(loc_flow, 1);
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0, (int)samples.size());
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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for (int i = 0; i < 4; i++)
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glDisableVertexAttribArray(loc_mvp + i);
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glDisableVertexAttribArray(loc_flow);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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};
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class Stroke
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class Stroke
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{
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{
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public:
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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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struct Keypoint
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{
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{
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glm::vec2 pos;
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glm::vec2 pos;
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@@ -41,7 +167,7 @@ public:
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float m_step;
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float m_step;
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ui::Brush m_brush;
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ui::Brush m_brush;
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std::vector<Keypoint> m_keypoints;
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std::vector<Keypoint> m_keypoints;
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std::vector<Sample> m_samples;
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std::vector<StrokeSample> m_samples;
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int m_last_kp;
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int m_last_kp;
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std::minstd_rand prng;
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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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void start(glm::vec2 pos, float pressure, const ui::Brush& brush)
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@@ -66,10 +192,10 @@ public:
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return m_keypoints.empty() ? false : // no keypoints
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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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(m_keypoints.back().dist > (m_dist + m_step)); // check if next kp is closer than spacing
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}
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}
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std::vector<Sample> compute_samples()
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std::vector<StrokeSample> compute_samples()
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{
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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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int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
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||||||
std::vector<Sample> samples;
|
std::vector<StrokeSample> samples;
|
||||||
samples.reserve(nsamples); // preallocate the estimate number of samples
|
samples.reserve(nsamples); // preallocate the estimate number of samples
|
||||||
while (m_keypoints.back().dist > (m_dist + m_step))
|
while (m_keypoints.back().dist > (m_dist + m_step))
|
||||||
{
|
{
|
||||||
@@ -86,14 +212,14 @@ public:
|
|||||||
}
|
}
|
||||||
return std::move(samples);
|
return std::move(samples);
|
||||||
}
|
}
|
||||||
Sample randomize_sample(const glm::vec2& pos, float pressure)
|
StrokeSample randomize_sample(const glm::vec2& pos, float pressure)
|
||||||
{
|
{
|
||||||
auto rnd_nor = [&] { return float((double)prng() / (double)prng.max()); }; // normalized [0, +1]
|
auto rnd_nor = [&] { return float((double)prng() / (double)prng.max()); }; // normalized [0, +1]
|
||||||
auto rnd_neg = [&] { return float((double)prng() / (double)prng.max() * 2.0 - 1.0); }; // normalized [-1, +1]
|
auto rnd_neg = [&] { return float((double)prng() / (double)prng.max() * 2.0 - 1.0); }; // normalized [-1, +1]
|
||||||
auto rnd_rad = [&] { return float((double)prng() / (double)prng.max() * M_PI * 2.0); }; // normalized [0, 2pi]
|
auto rnd_rad = [&] { return float((double)prng() / (double)prng.max() * M_PI * 2.0); }; // normalized [0, 2pi]
|
||||||
auto rnd_vec = [&] { float rad = rnd_rad(); return glm::vec2(cosf(rad), sinf(rad)); }; // normalized direction vector
|
auto rnd_vec = [&] { float rad = rnd_rad(); return glm::vec2(cosf(rad), sinf(rad)); }; // normalized direction vector
|
||||||
|
|
||||||
Sample s;
|
StrokeSample s;
|
||||||
s.angle = (m_brush.m_tip_angle + rnd_nor() * m_brush.m_jitter_angle) * (float)(M_PI * 2.0);
|
s.angle = (m_brush.m_tip_angle + rnd_nor() * m_brush.m_jitter_angle) * (float)(M_PI * 2.0);
|
||||||
s.pos = pos + (rnd_vec() * m_brush.m_jitter_spread * 100.f);
|
s.pos = pos + (rnd_vec() * m_brush.m_jitter_spread * 100.f);
|
||||||
s.size = 100.f * m_brush.m_tip_size * (1.f - rnd_nor() * m_brush.m_jitter_scale);
|
s.size = 100.f * m_brush.m_tip_size * (1.f - rnd_nor() * m_brush.m_jitter_scale);
|
||||||
|
|||||||
@@ -20,6 +20,8 @@ public:
|
|||||||
RTT m_fb;
|
RTT m_fb;
|
||||||
Sampler m_sampler;
|
Sampler m_sampler;
|
||||||
Plane m_plane;
|
Plane m_plane;
|
||||||
|
BrushMesh m_mesh;
|
||||||
|
bool m_use_instanced = false;
|
||||||
std::minstd_rand prng;
|
std::minstd_rand prng;
|
||||||
bool create(int width, int height)
|
bool create(int width, int height)
|
||||||
{
|
{
|
||||||
@@ -30,8 +32,16 @@ public:
|
|||||||
m_fb.create(width, height);
|
m_fb.create(width, height);
|
||||||
m_sampler.create();
|
m_sampler.create();
|
||||||
m_plane.create<1>(1, 1);
|
m_plane.create<1>(1, 1);
|
||||||
|
m_mesh.create();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
void resize(int width, int height)
|
||||||
|
{
|
||||||
|
m_width = width;
|
||||||
|
m_height = height;
|
||||||
|
m_tmp->create(width, height, "tmp");
|
||||||
|
m_fb.create(width, height);
|
||||||
|
}
|
||||||
void layer_add(std::string name)
|
void layer_add(std::string name)
|
||||||
{
|
{
|
||||||
m_layers.emplace_back();
|
m_layers.emplace_back();
|
||||||
@@ -64,20 +74,32 @@ public:
|
|||||||
auto& tex = TextureManager::get(m_brush.m_tex_id);
|
auto& tex = TextureManager::get(m_brush.m_tex_id);
|
||||||
tex.bind();
|
tex.bind();
|
||||||
m_sampler.bind(0);
|
m_sampler.bind(0);
|
||||||
ShaderManager::use("stroke");
|
|
||||||
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
if (m_use_instanced)
|
||||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
||||||
for (const auto& s : samples)
|
|
||||||
{
|
{
|
||||||
auto mvp = proj *
|
m_mesh.shader.use();
|
||||||
glm::translate(glm::vec3(s.pos, 0)) *
|
m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||||
glm::scale(glm::vec3(s.size, s.size, 1)) *
|
m_mesh.shader.u_int(kShaderUniform::Tex, 0);
|
||||||
glm::eulerAngleZ(s.angle);
|
m_mesh.draw(samples, proj);
|
||||||
|
|
||||||
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
|
||||||
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
|
||||||
m_plane.draw_fill();
|
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ShaderManager::use("stroke");
|
||||||
|
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||||
|
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||||
|
for (const auto& s : samples)
|
||||||
|
{
|
||||||
|
auto mvp = proj *
|
||||||
|
glm::translate(glm::vec3(s.pos, 0)) *
|
||||||
|
glm::scale(glm::vec3(s.size, s.size, 1)) *
|
||||||
|
glm::eulerAngleZ(s.angle);
|
||||||
|
|
||||||
|
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||||
|
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
||||||
|
m_plane.draw_fill();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
m_sampler.unbind();
|
m_sampler.unbind();
|
||||||
tex.unbind();
|
tex.unbind();
|
||||||
|
|
||||||
|
|||||||
@@ -1875,7 +1875,7 @@ public:
|
|||||||
{
|
{
|
||||||
if (new_size.x > m_canvas->m_width)
|
if (new_size.x > m_canvas->m_width)
|
||||||
{
|
{
|
||||||
m_canvas->create((int)new_size.x, (int)new_size.y);
|
m_canvas->resize((int)new_size.x, (int)new_size.y);
|
||||||
m_canvas->clear();
|
m_canvas->clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -113,6 +113,7 @@ void RTT::readTextureData(uint8_t* buffer)
|
|||||||
{
|
{
|
||||||
bindTexture();
|
bindTexture();
|
||||||
//glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
|
//glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
|
||||||
|
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, buffer);
|
||||||
unbindTexture();
|
unbindTexture();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -124,7 +124,10 @@ void Shader::u_float(kShaderUniform id, float f)
|
|||||||
{
|
{
|
||||||
glUniform1f(m_umap[id], f);
|
glUniform1f(m_umap[id], f);
|
||||||
}
|
}
|
||||||
|
GLint ui::Shader::GetAttribLocation(const char* name)
|
||||||
|
{
|
||||||
|
return glGetAttribLocation(prog, name);
|
||||||
|
}
|
||||||
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
|
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
|
||||||
{
|
{
|
||||||
return m_shaders[id].create(vertex, fragment);
|
return m_shaders[id].create(vertex, fragment);
|
||||||
|
|||||||
@@ -25,6 +25,7 @@ public:
|
|||||||
void u_mat4(kShaderUniform id, const glm::mat4& m);
|
void u_mat4(kShaderUniform id, const glm::mat4& m);
|
||||||
void u_int(kShaderUniform id, int i);
|
void u_int(kShaderUniform id, int i);
|
||||||
void u_float(kShaderUniform id, float f);
|
void u_float(kShaderUniform id, float f);
|
||||||
|
GLint GetAttribLocation(const char* name);
|
||||||
};
|
};
|
||||||
|
|
||||||
enum class kShader : uint16_t
|
enum class kShader : uint16_t
|
||||||
|
|||||||
Reference in New Issue
Block a user