#include "pch.h" #include "log.h" #include "brush.h" void BrushMesh::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(s.pos) * glm::scale(glm::vec3(s.size, s.size, 1)) * glm::eulerAngleZ(s.angle); attributes.emplace_back(instance_t{ mvp, s.flow }); } #ifdef USE_VBO glBindBuffer(GL_ARRAY_BUFFER, buffers[2]); glBufferData(GL_ARRAY_BUFFER, (int)(sizeof(instance_t) * attributes.size()), attributes.data(), GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(vao); glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0, (int)samples.size()); glBindVertexArray(0); #else 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); #endif // USE_VBO } bool BrushMesh::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[0] && buffers[1] && buffers[2])) return false; static instance_t inst{ glm::mat4(1), .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); auto shader = ShaderManager::get(kShader::BrushStroke); loc_flow = shader->GetAttribLocation("a_flow"); loc_mvp = shader->GetAttribLocation("a_mvp"); #if USE_VBO glGenVertexArrays(1, &vao); if (!vao) return false; glBindVertexArray(vao); 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)); glBindBuffer(GL_ARRAY_BUFFER, buffers[2]); // 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); glBindVertexArray(0); #endif return true; } StrokeSample Stroke::randomize_sample(const glm::vec3& pos, float pressure, float dir_angle) { 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::vec3(cosf(rad), sinf(rad), 0); }; // normalized direction vector auto rnd_bneg = [&] { return prng() % 2 == 0 ? -1.f : 1.f; }; // -1 or 1 float size_dyn = m_brush->m_tip_size_pressure ? pressure : 1.f; float flow_dyn = m_brush->m_tip_flow_pressure ? pressure : 1.f; float opacity_dyn = m_brush->m_tip_opacity_pressure ? pressure : 1.f; float size = glm::min(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), m_max_size); float randflipx = m_brush->m_tip_randflipx ? rnd_bneg() : 1.f; float randflipy = m_brush->m_tip_randflipy ? rnd_bneg() : 1.f; glm::vec2 scatter_axis = m_brush->m_jitter_scatter_bothaxis ? glm::vec2(1.f, 1.f) : glm::vec2(0.f, 1.f); auto scatter_scale = glm::vec3(scatter_axis * glm::orientate2(-dir_angle), 1.f); float aspect_jitter = m_brush->m_jitter_aspect_bothaxis ? rnd_neg() * 0.5f * m_brush->m_jitter_aspect : rnd_nor() * 0.5f * m_brush->m_jitter_aspect; float aspect = glm::clamp(m_brush->m_tip_aspect + aspect_jitter, 0.1f, 0.9f); glm::vec2 aspect_scale = { (aspect <= 0.5 ? aspect * 2.f : 1.f), (aspect > 0.5 ? 1.f - (aspect - .5f) * 2.f : 1.f) }; StrokeSample s; s.origin = pos; s.scale = m_brush->m_tip_scale * randflipx * (m_brush->m_tip_flipx ? -1.f : 1.f) * aspect_scale; s.angle = (m_brush->m_tip_angle + rnd_neg() * m_brush->m_jitter_angle) * (float)(M_PI * 2.0); s.size = size * (1.f - rnd_nor() * m_brush->m_jitter_scale) * size_dyn; s.pos = pos + (scatter_scale * rnd_vec() * m_brush->m_jitter_scatter * s.size * 0.5f); // 0.5 because PS scatters by half size s.flow = m_brush->m_tip_flow * (1.f - rnd_nor() * m_brush->m_jitter_flow) * flow_dyn; s.opacity = m_brush->m_tip_opacity * (1.f - rnd_nor() * m_brush->m_jitter_opacity) * opacity_dyn; auto hsv = convert_rgb2hsv(m_brush->m_tip_color); hsv.x = glm::clamp(glm::mix(hsv.x, (pressure - 0.5f) * 2.0f, m_brush->m_tip_hue) + (rnd_nor() - 0.5f) * m_brush->m_jitter_hue, 0.f, 1.f); hsv.y = glm::clamp(glm::mix(hsv.y, (1.f - pressure - 0.5f) * 2.0f, m_brush->m_tip_sat) + (rnd_nor() - 0.5f) * m_brush->m_jitter_sat, 0.f, 1.f); hsv.z = glm::clamp(glm::mix(hsv.z, (pressure - 0.5f) * 2.0f, m_brush->m_tip_val) + (rnd_nor() - 0.5f) * m_brush->m_jitter_val, 0.f, 1.f); m_hsv_jitter.add(hsv); s.col = convert_hsv2rgb(m_hsv_jitter.average()); return s; } std::vector Stroke::compute_samples() { if (m_keypoints.empty()) return {}; 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; m_dir_dist += m_step; int old_kp = m_last_kp; while (m_dist > m_keypoints[m_last_kp + 1].dist) m_last_kp++; const auto& A = m_keypoints[old_kp]; const auto& B = m_keypoints[m_last_kp == old_kp ? m_last_kp + 1 : m_last_kp]; // 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); if (m_dir_dist > m_dir_step && m_last_kp != m_dir_kp) { glm::vec2 v = glm::normalize(m_keypoints[m_last_kp].pos - m_keypoints[m_dir_kp].pos); m_dir_angle = -glm::orientedAngle(v, m_dir_ref); if (m_brush->m_tip_angle_smooth > 0 && (glm::abs(m_dir_angle) > glm::radians(30.f) || !m_dir_valid)) { if (glm::abs(m_dir_angle) > glm::radians(100.f)) { //LOG("BIG ANGLE"); m_direction.clear(); } auto old_dir = m_dir_ref; m_dir_ref = v; m_dir_ref_angle = -glm::orientedAngle(m_dir_ref, { 1, 0 }); m_dir_angle = 0; auto angle_diff = -glm::orientedAngle(m_dir_ref, old_dir); for (int i = 0; i < m_direction.m_count; i++) m_direction.m_vec[i] -= angle_diff; } m_dir_kp = m_last_kp; m_dir_dist = 0; if (!m_dir_valid) { m_dir_init = m_dir_angle + m_dir_ref_angle; m_dir_valid = true; } } bool need_dir = false; need_dir |= m_brush->m_tip_angle_follow; need_dir |= m_brush->m_tip_angle_init; need_dir |= m_brush->m_jitter_angle > 0; // angle is not ready yet if (need_dir && !m_dir_valid) continue; auto s = randomize_sample(pos, pressure, m_dir_angle + m_dir_ref_angle); if (s.valid()) { if (m_brush->m_tip_angle_follow) { m_direction.add(m_dir_angle); s.angle += m_direction.average() + m_dir_ref_angle; } else if (m_brush->m_tip_angle_init) { s.angle += m_dir_init; } m_prev_sample = s; samples.push_back(s); } else { LOG("Invalid sample"); } } return samples; } bool Stroke::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 } void Stroke::reset(bool clear_keypoints /*= false*/) { m_dir_kp = 0; m_dir_angle = 0; m_dir_valid = false; m_dir_dist = 0; m_last_kp = 0; m_dist = 0.f; if (clear_keypoints) m_keypoints.clear(); } void Stroke::add_point(glm::vec3 pos, float pressure) { #ifdef __IOS__ m_curve = glm::min(m_curve + 0.1f, 1.f); //pressure = pressure * glm::pow(m_curve, 2.f); if (m_filter_points && m_hold_points.size() < 5) { m_hold_points.push_back({pos, pressure}); return; } #endif // __IOS__ //m_pressure_buff.add(pressure); //pressure = m_pressure_buff.average(); if (m_brush->m_tip_size_pressure) { float aspect_width = glm::min(1.f, glm::clamp(m_brush->m_tip_aspect, .1f, .9f) * 2.f); float raw_size = glm::clamp(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), 1.f, m_max_size); float size = aspect_width * glm::min(m_brush->m_tip_scale.x, m_brush->m_tip_scale.y) * raw_size; m_step = glm::max(0.5f, m_brush->m_tip_spacing * size); } float dist = m_keypoints.empty() ? m_step : m_keypoints.back().dist + glm::distance(m_keypoints.back().pos, pos); if (m_keypoints.empty()) m_prev_sample = randomize_sample(pos, pressure, 0); else if (m_keypoints.back().pos == pos) return; // skip same point, leading to black samples (NaN values) Keypoint kp; kp.pos = pos; kp.pressure = pressure; kp.dist = dist; m_keypoints.push_back(kp); } void Stroke::start(const std::shared_ptr& brush) { m_hold_points.clear(); m_curve = 0.f; m_direction.clear(); m_pressure_buff.clear(); m_hsv_jitter.clear(); m_last_kp = 0; m_dist = 0.f; m_dir_kp = 0; m_dir_angle = 0; m_dir_valid = false; m_dir_dist = 0; m_brush = brush; float aspect_width = glm::min(1.f, glm::clamp(m_brush->m_tip_aspect, .1f, .9f) * 2.f); float raw_size = glm::clamp(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), 1.f, m_max_size); float size = aspect_width * glm::min(m_brush->m_tip_scale.x, m_brush->m_tip_scale.y) * raw_size; m_step = glm::max(0.5f, m_brush->m_tip_spacing * size); m_direction.resize(std::max(1, m_brush->m_tip_angle_smooth * 200.f / m_step)); prng.seed(0); } bool Brush::load_tip(const std::string& path, const std::string& thumb) { m_tip_texture = std::make_shared(); if (!m_tip_texture->load(path)) { m_tip_texture = nullptr; return false; } m_tip_texture->create_mipmaps(); m_tip_texture->auto_destroy = true; m_brush_path = path; m_brush_thumb_path = thumb; auto sz = m_tip_texture->size(); m_tip_scale = sz.y > sz.x ? glm::vec2(sz.x / sz.y, 1.f) : glm::vec2(1.f, sz.y / sz.x); return true; } bool Brush::load_dual(const std::string& path, const std::string& thumb) { m_dual_texture = std::make_shared(); if (!m_dual_texture->load(path)) { m_dual_texture = nullptr; return false; } m_dual_texture->create_mipmaps(); m_dual_texture->auto_destroy = true; m_dual_path = path; m_dual_thumb_path = thumb; return true; } bool Brush::load_pattern(const std::string& path, const std::string& thumb) { m_pattern_texture = std::make_shared(); if (!m_pattern_texture->load(path)) { m_pattern_texture = nullptr; return false; } m_pattern_texture->create_mipmaps(); m_pattern_texture->auto_destroy = true; m_pattern_path = path; m_pattern_thumb_path = thumb; return true; } bool Brush::load() { if (!m_brush_path.empty()) { m_tip_texture = std::make_shared(); if (!m_tip_texture->load(m_brush_path)) { LOG("failed to load %s", m_brush_path.c_str()); m_tip_texture = nullptr; return false; } m_tip_texture->create_mipmaps(); m_tip_texture->auto_destroy = true; } if (!m_dual_path.empty()) { m_dual_texture = std::make_shared(); if (!m_dual_texture->load(m_dual_path)) { LOG("failed to load %s", m_dual_path.c_str()); m_tip_texture = nullptr; m_dual_texture = nullptr; return false; } m_dual_texture->create_mipmaps(); m_dual_texture->auto_destroy = true; } if (!m_pattern_path.empty()) { m_pattern_texture = std::make_shared(); if (!m_pattern_texture->load(m_pattern_path)) { LOG("failed to load %s", m_pattern_path.c_str()); m_tip_texture = nullptr; m_dual_texture = nullptr; m_pattern_texture = nullptr; return false; } m_pattern_texture->create_mipmaps(); m_pattern_texture->auto_destroy = true; } return true; }