#pragma once #include "rtt.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; }; class Stroke { public: struct Sample { glm::vec2 pos; float size; float flow; float angle; }; 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); } Sample 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 Sample 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