#pragma once #include "rtt.h" #include "shader.h" NS_START class Brush { public: int id; std::string m_name; uint16_t m_tex_id; glm::vec4 m_tip_color; float m_tip_size; float m_tip_spacing; float m_tip_flow; float m_tip_angle; float m_jitter_scale; float m_jitter_angle; float m_jitter_spread; float m_jitter_flow; }; struct StrokeSample { glm::vec2 pos; float size; float flow; float angle; }; class BrushMesh { public: ui::Shader shader; GLuint buffers[3]{ 0 }; struct vertex_t { glm::vec4 pos; glm::vec2 uvs; }; struct instance_t { glm::mat4 mvp; float flow; }; int loc_flow; int loc_mvp; bool create() { static GLushort idx[6] { 0, 1, 2, 0, 2, 3 }; static vertex_t vertices[4]{ { { -.5f, -.5f, 0, 1 }, { 0, 0 } }, // A B----C { { -.5f, .5f, 0, 1 }, { 0, 1 } }, // B --\ | | { { .5f, .5f, 0, 1 }, { 1, 1 } }, // C --/ | | { { .5f, -.5f, 0, 1 }, { 1, 0 } }, // D A----D }; glGenBuffers(3, buffers); if (!buffers) return false; static instance_t inst{ glm::mat4(), .1f }; glBindBuffer(GL_ARRAY_BUFFER, buffers[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(instance_t), &inst, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); // STROKE - INSTANCED static const char* shader_stroke_inst_v = SHADER_VERSION "in vec4 pos;" "in vec2 uvs;" "in mat4 a_mvp;" "in float a_flow;" "out vec3 uv;" "out float alpha;" "void main(){" " uv = vec3(uvs, pos.w);" " alpha = a_flow;" " gl_Position = a_mvp * vec4(pos.xyz, 1.0);" "}"; static const char* shader_stroke_inst_f = SHADER_VERSION "uniform sampler2D tex;" "uniform vec4 col;" "in float alpha;" "in vec3 uv;" "out vec4 frag;" "void main(){" " float a = (1.0 - texture(tex, uv.xy).r) * alpha;" " frag = vec4(col.rgb, a);" "}"; if (!shader.create(shader_stroke_inst_v, shader_stroke_inst_f)) LOG("Failed to create shader Texture"); loc_flow = shader.GetAttribLocation("a_flow"); loc_mvp = shader.GetAttribLocation("a_mvp"); return true; } void draw(const std::vector& samples, const glm::mat4& proj) { std::vector attributes; attributes.reserve(samples.size()); 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); attributes.emplace_back(instance_t{ mvp, s.flow }); } glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, pos)); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); // Likewise, we can do the same with the model matrix. Note that a // matrix input to the vertex shader consumes N consecutive input // locations, where N is the number of columns in the matrix. So... // we have four vertex attributes to set up. glBindBuffer(GL_ARRAY_BUFFER, buffers[2]); glBufferData(GL_ARRAY_BUFFER, (int)(sizeof(instance_t) * attributes.size()), attributes.data(), GL_STATIC_DRAW); // Loop over each column of the matrix... for (int i = 0; i < 4; i++) { // Set up the vertex attribute glVertexAttribPointer(loc_mvp + i, 4, GL_FLOAT, GL_FALSE, sizeof(instance_t), (GLvoid*)(offsetof(instance_t, mvp) + sizeof(glm::vec4) * i)); // Enable it glEnableVertexAttribArray(loc_mvp + i); // Make it instanced glVertexAttribDivisor(loc_mvp + i, 1); } glEnableVertexAttribArray(loc_flow); glVertexAttribPointer(loc_flow, 1, GL_FLOAT, GL_FALSE, sizeof(instance_t), (GLvoid*)offsetof(instance_t, flow)); glVertexAttribDivisor(loc_flow, 1); glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0, (int)samples.size()); //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); for (int i = 0; i < 4; i++) glDisableVertexAttribArray(loc_mvp + i); glDisableVertexAttribArray(loc_flow); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } }; class Stroke { public: struct Keypoint { glm::vec2 pos; float pressure; float dist; }; int m_layer; float m_dist; float m_step; ui::Brush m_brush; std::vector m_keypoints; std::vector m_samples; int m_last_kp; std::minstd_rand prng; void start(glm::vec2 pos, float pressure, const ui::Brush& brush) { m_last_kp = 0; m_dist = 0.f; m_step = glm::max(brush.m_tip_spacing * brush.m_tip_size * 30, 0.1f); m_brush = brush; add_point(pos, pressure); } void add_point(glm::vec2 pos, float pressure) { float dist = m_keypoints.empty() ? 0.f : m_keypoints.back().dist + glm::distance(m_keypoints.back().pos, pos); m_keypoints.emplace_back(); m_keypoints.back().pos = pos; m_keypoints.back().pressure = pressure; m_keypoints.back().dist = dist; } bool has_sample() { return m_keypoints.empty() ? false : // no keypoints (m_keypoints.back().dist > (m_dist + m_step)); // check if next kp is closer than spacing } std::vector compute_samples() { int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step); std::vector samples; samples.reserve(nsamples); // preallocate the estimate number of samples while (m_keypoints.back().dist > (m_dist + m_step)) { m_dist += m_step; while (m_dist > m_keypoints[m_last_kp + 1].dist) m_last_kp++; const auto& A = m_keypoints[m_last_kp]; const auto& B = m_keypoints[m_last_kp + 1]; // NOTE: this should be true when while is true float t = (m_dist - A.dist) / (B.dist - A.dist); // NOTE: must be A != B auto pos = glm::lerp(A.pos, B.pos, t); float pressure = glm::lerp(A.pressure, B.pressure, t); auto s = randomize_sample(pos, pressure); samples.push_back(s); } return std::move(samples); } StrokeSample randomize_sample(const glm::vec2& pos, float pressure) { 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_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 StrokeSample s; 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.size = 100.f * m_brush.m_tip_size * (1.f - rnd_nor() * m_brush.m_jitter_scale); s.flow = m_brush.m_tip_flow * (1.f - rnd_nor() * m_brush.m_jitter_flow); return s; } }; class Layer { public: RTT m_rtt; bool m_visible = true; bool m_locked = false; float m_alpha = 1.f; std::string m_name; bool create(int width, int height, std::string name) { m_rtt.create(width, height); return true; } }; NS_END