#include "pch.h" #include "log.h" #include "canvas.h" void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/) { GLfloat cc[4]; m_layers[m_current_layer_idx].m_rtt.bindFramebuffer(); glGetFloatv(GL_COLOR_CLEAR_VALUE, cc); glClearColor(c.r, c.g, c.b, c.a); glClear(GL_COLOR_BUFFER_BIT); glViewport(0, 0, m_width, m_height); glClearColor(cc[0], cc[1], cc[2], cc[3]); m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer(); } void ui::Canvas::stroke_end() { stroke_commit(); m_current_stroke = nullptr; m_show_tmp = false; } void ui::Canvas::stroke_draw() { if (!(m_current_stroke && m_current_stroke->has_sample())) return; m_dirty = true; m_tmp.bindFramebuffer(); GLint vp[4]; GLfloat cc[4]; glGetIntegerv(GL_VIEWPORT, vp); glGetFloatv(GL_COLOR_CLEAR_VALUE, cc); glViewport(0, 0, m_width, m_height); auto proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f); auto m_brush = m_current_stroke->m_brush; auto samples = m_current_stroke->compute_samples(); auto& tex = TextureManager::get(m_brush.m_tex_id); tex.bind(); m_sampler.bind(0); glActiveTexture(GL_TEXTURE1); m_tex.bind(); // bg, copy of framebuffer (copied before drawing) m_sampler_bg.bind(1); if (m_use_instanced) { glEnable(GL_BLEND); m_mesh.shader.use(); m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color); m_mesh.shader.u_int(kShaderUniform::Tex, 0); m_mesh.draw(samples, proj); } else { glDisable(GL_BLEND); if (m_erase) { ShaderManager::use(ui::kShader::StrokeErase); //ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color); } else { ShaderManager::use(ui::kShader::Stroke); ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color); } ShaderManager::u_int(kShaderUniform::Tex, 0); // brush ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height }); for (const auto& s : samples) { auto unproject = [](glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj, glm::vec3& out_origin, glm::vec3& out_dir) { auto clip_space = glm::vec2(loc.x, vp.w - loc.y - 1.f) / vp.zw() * 2.f - 1.f; auto inv = glm::inverse(proj * camera); auto wp0 = inv * glm::vec4(clip_space, 0, 1); auto wp1 = inv * glm::vec4(clip_space, .5, 1); out_origin = (wp0 / wp0.w).xyz(); out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin); }; auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3& out_hit) { float den = glm::dot(ray_dir, plane_normal); if (den == 0) return false; // no intersection float num = glm::dot(plane_origin - ray_origin, plane_normal); float t = num / den; if (t > 0) out_hit = ray_origin + ray_dir * t; else // negative intersection return false; return true; }; glm::vec3 ray_origin, ray_dir; unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir); glm::vec3 plane_origin{ 0, 0, -1 }, plane_dir{ 0, 0, 1 }; glm::vec3 hit; glm::vec2 fb_pos; if (intersect(ray_origin, ray_dir, plane_origin, plane_dir, hit)) { glm::mat4 plane_camera = glm::lookAt(plane_origin, plane_dir, { 0, 1, 0 }); glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1); if (glm::abs(plane_local.x) < 0.5f && glm::abs(plane_local.y) < 0.5f) { fb_pos.x = -(plane_local.x - 0.5f) * m_width; fb_pos.y = (plane_local.y + 0.5f) * m_height; LOG("draw %f %f", fb_pos.x, fb_pos.y); } } auto mvp = proj * glm::translate(glm::vec3(fb_pos, 0)) * glm::scale(glm::vec3(s.size, s.size, 1)) * glm::eulerAngleZ(s.angle); glm::vec4 P[4] { mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right }; auto mvp_inv = glm::inverse(proj); glm::vec4 P2[4]{ mvp_inv * P[0], mvp_inv * P[1], mvp_inv * P[2], mvp_inv * P[3], }; glm::vec2 bb_min(m_width, m_height); glm::vec2 bb_max(0, 0); for (int i = 0; i < 4; i++) { bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy())); bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy())); } auto bb_sz = bb_max - bb_min; glm::vec2 pad(1); glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height }); glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos)); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, tex_pos.x, tex_pos.y, tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y); m_box.xy = glm::min(m_box.xy(), (glm::vec2)tex_pos); m_box.zw = glm::max(m_box.zw(), (glm::vec2)(tex_pos + tex_sz)); ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4()); ShaderManager::u_float(kShaderUniform::Alpha, s.flow); m_plane_brush.update_vertices(P); m_plane_brush.draw_fill(); } } m_tex.unbind(); glActiveTexture(GL_TEXTURE0); m_sampler.unbind(); m_sampler_bg.unbind(); tex.unbind(); glDisable(GL_BLEND); glViewport(vp[0], vp[1], vp[2], vp[3]); glClearColor(cc[0], cc[1], cc[2], cc[3]); m_tmp.unbindFramebuffer(); } void ui::Canvas::stroke_commit() { if (!m_dirty) return; m_dirty = false; m_layers[m_current_layer_idx].m_rtt.bindFramebuffer(); // save image before commit glm::vec2 box_sz = m_box.zw() - m_box.xy(); auto image = std::make_unique(box_sz.x * box_sz.y * 4); glReadPixels(m_box.x, m_box.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get()); // copy to tmp2 for layer blending m_tex2.bind(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height); m_tex2.unbind(); GLint vp[4]; GLfloat cc[4]; glGetIntegerv(GL_VIEWPORT, vp); glGetFloatv(GL_COLOR_CLEAR_VALUE, cc); glViewport(0, 0, m_width, m_height); GLboolean blend = glIsEnabled(GL_BLEND); glDisable(GL_BLEND); m_tmp.bindTexture(); glActiveTexture(GL_TEXTURE1); m_tex2.bind(); m_sampler.bind(0); m_sampler_bg.bind(1); if (m_erase) { ShaderManager::use(ui::kShader::Texture); } else { ShaderManager::use(ui::kShader::StrokeLayer); ShaderManager::u_int(kShaderUniform::TexBG, 1); ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity); } ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f)); m_plane.draw_fill(); m_sampler.unbind(); m_sampler_bg.unbind(); m_tex2.unbind(); glActiveTexture(GL_TEXTURE0); m_tmp.unbindTexture(); blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND); glViewport(vp[0], vp[1], vp[2], vp[3]); glClearColor(cc[0], cc[1], cc[2], cc[3]); m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer(); // save history auto action = new ActionStroke; action->m_image = std::move(image); action->m_box = m_box; action->m_layer_idx = m_current_layer_idx; action->m_canvas = this; action->m_stroke = std::move(m_current_stroke); ActionManager::add(action); } void ui::Canvas::stroke_update(glm::vec2 point, float pressure) { m_current_stroke->add_point(point, pressure); } void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush) { m_current_stroke = std::make_unique(); m_current_stroke->m_camera = { m_cam_rot, m_cam_fov }; m_current_stroke->start(brush); m_current_stroke->add_point(point, pressure); m_box = glm::vec4(m_width, m_height, 0, 0); // reset bounding box if (m_erase) { m_layers[m_current_layer_idx].m_rtt.bindFramebuffer(); m_tmp.bindTexture(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height); m_tmp.unbindTexture(); m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer(); } else { m_tmp.bindFramebuffer(); m_tmp.clear({ 0, 0, 0, 0 }); m_tmp.unbindFramebuffer(); } m_show_tmp = true; } void ui::Canvas::layer_add(std::string name) { int idx = (int)m_layers.size(); m_layers.emplace_back(); m_layers.back().create(m_width, m_height, name); m_order.push_back(idx); } void ui::Canvas::layer_order(int idx, int pos) { std::swap(m_order[idx], m_order[pos]); } void ui::Canvas::resize(int width, int height) { m_width = width; m_height = height; m_tmp.create(width, height); m_tex.create(width, height); m_tex2.create(width, height); for (auto& l : m_layers) { l.create(width, height, ""); } } bool ui::Canvas::create(int width, int height) { m_width = width; m_height = height; m_tmp.create(width, height); m_tex.create(width, height); m_tex2.create(width, height); // TODO: destroy before recreating m_sampler.create(); m_sampler_bg.create(); m_plane.create<1>(1, 1); m_plane_brush.create<1>(1, 1); m_mesh.create(); return true; }