#include "pch.h" #include "app.h" void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose) { //glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f); //glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f); //glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) * // glm::translate(m_canvas->m_cam_pos); // auto plane_mvp = proj * camera * transform * // glm::scale(glm::vec3(sz, 1)); //glm::extractEulerAngleXYZ(camera, vr_rot.y, vr_rot.x, vr_rot.z); vr_rot = pose; sampler.bind(0); sampler.bind(1); sampler.bind(2); sampler_stencil.bind(3); auto blend = glIsEnabled(GL_BLEND); auto depth = glIsEnabled(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); for (int plane_index = 0; plane_index < 6; plane_index++) { auto plane_mvp = proj * camera * glm::scale(glm::vec3(canvas->m_canvas->m_order.size() + 500)) * canvas->m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1)); ShaderManager::use(kShader::Checkerboard); ShaderManager::u_int(kShaderUniform::Colorize, false); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp); m_face_plane.draw_fill(); } glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); for (size_t i = 0; i < canvas->m_canvas->m_order.size(); i++) { auto layer_index = canvas->m_canvas->m_order[i]; for (int plane_index = 0; plane_index < 6; plane_index++) { if (!canvas->m_canvas->m_layers[layer_index].m_visible || canvas->m_canvas->m_layers[layer_index].m_opacity == .0f || !canvas->m_canvas->m_layers[layer_index].m_dirty_face[plane_index]) continue; int z = (int)(canvas->m_canvas->m_order.size() - i); auto plane_mvp_z = proj * camera * glm::scale(glm::vec3(z + 1) * 100.f) * //glm::eulerAngleYXZ(yaw, pitch, roll) * canvas->m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1)); if (canvas->m_canvas->m_current_mode == kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index) { sampler.bind(0); ShaderManager::use(kShader::CompErase); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::TexStroke, 1); ShaderManager::u_int(kShaderUniform::TexMask, 2); ShaderManager::u_float(kShaderUniform::StrokeAlpha, canvas->m_canvas->m_current_stroke->m_brush->m_tip_opacity); ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity); //ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked); ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); glActiveTexture(GL_TEXTURE0); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE1); canvas->m_canvas->m_tmp[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE2); canvas->m_canvas->m_smask.m_rtt[plane_index].bindTexture(); m_face_plane.draw_fill(); canvas->m_canvas->m_smask.m_rtt[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE1); canvas->m_canvas->m_tmp[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE0); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); } else if (canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index) { const auto& b = canvas->m_canvas->m_current_stroke->m_brush; sampler.bind(0); glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale); if (b->m_pattern_flipx) patt_scale.x *= -1.f; if (b->m_pattern_flipy) patt_scale.y *= -1.f; ShaderManager::use(kShader::CompDraw); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::TexStroke, 1); ShaderManager::u_int(kShaderUniform::TexMask, 2); ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size); ShaderManager::u_int(kShaderUniform::TexPattern, 3); ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity); ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity); ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked); ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active); //ShaderManager::u_int(kShaderUniform::DrawOnScreen, true); ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode); ShaderManager::u_int(kShaderUniform::UseDual, false); ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale); ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert); ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness); ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast); ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth); ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode); ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset); glActiveTexture(GL_TEXTURE0); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE1); canvas->m_canvas->m_tmp[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE2); canvas->m_canvas->m_smask.m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE3); if (b->m_pattern_texture) b->m_pattern_texture->bind(); m_face_plane.draw_fill(); glActiveTexture(GL_TEXTURE2); canvas->m_canvas->m_smask.m_rtt[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE1); canvas->m_canvas->m_tmp[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE0); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); } else { sampler.bind(0); sampler_linear.bind(1); ShaderManager::use(kShader::TextureAlphaSep); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::TexA, 1); ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity); ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index].m_hightlight); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); glActiveTexture(GL_TEXTURE0); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE1); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); m_face_plane.draw_fill(); glActiveTexture(GL_TEXTURE1); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE0); canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); } } } float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f)); glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f }; // draw the frame { auto mvp = proj * camera * glm::scale(glm::vec3(100)) * glm::transpose(canvas->m_canvas->m_cam_rot) * glm::translate(glm::vec3(0, 0, -1)) * glm::scale(aspect * tan_fov); ShaderManager::use(kShader::Color); ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 }); ShaderManager::u_mat4(kShaderUniform::MVP, mvp); m_face_plane.draw_stroke(); } // draw the brush if (auto mode = dynamic_cast(canvas->m_canvas->modes[(int)canvas->m_canvas->m_current_mode][0])) { auto pos = mode->m_resizing ? mode->m_size_pos_start : mode->m_cur_pos; if (App::I.keys[(int)kKey::KeyAlt] && !mode->m_resizing) pos.x = pos.x - canvas->m_canvas->m_current_brush->m_tip_size * 500; auto cur = (glm::vec2(pos.x / width, 1.f - pos.y / height) - 0.5f) * 2.f; ShaderManager::use(kShader::StrokePreview); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow); auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1); ShaderManager::u_vec4(kShaderUniform::Col, tip_color); ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * glm::scale(glm::vec3(100)) * glm::transpose(canvas->m_canvas->m_cam_rot) * glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) * glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 800.f / App::I.height)) * glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0)) ); glEnable(GL_BLEND); glActiveTexture(GL_TEXTURE0); auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture; tex.bind(); sampler_linear.bind(0); m_face_plane.draw_fill(); tex.unbind(); } // draw the 2D UI if (ui_visible) { auto mvp = proj * camera * glm::scale(glm::vec3(100)) * glm::transpose(canvas->m_canvas->m_cam_rot) * glm::translate(glm::vec3(0, 0, -1)) * glm::scale(aspect * tan_fov); sampler_linear.bind(0); ShaderManager::use(kShader::Texture); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_mat4(kShaderUniform::MVP, mvp); glActiveTexture(GL_TEXTURE0); uirtt.bindTexture(); m_face_plane.draw_fill(); uirtt.unbindTexture(); } // draw the cursor { auto cur = (glm::vec2(cursor.x / width, 1.f - cursor.y / height) - 0.5f) * 2.f; auto mvp = proj * camera * glm::scale(glm::vec3(100)) * glm::transpose(canvas->m_canvas->m_cam_rot) * glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)); ShaderManager::use(kShader::Color); ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 }); ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.01))); m_face_plane.draw_fill(); ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, 1 }); ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.005))); m_face_plane.draw_fill(); } // draw the motion controller sphere /* { auto mvp = proj * camera * glm::translate(glm::normalize(vr_controller_pos)); ShaderManager::use(kShader::Color); ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 }); ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.025))); sphere.draw_fill(); } */ // draw the motion controller brush { auto pos = glm::translate(glm::normalize(vr_controller_pos)); ShaderManager::use(kShader::StrokePreview); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow); auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1); ShaderManager::u_vec4(kShaderUniform::Col, tip_color); ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * pos * glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) * //glm::scale(glm::vec3(0.1)) * glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 800.f / App::I.height)) * glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0)) ); glEnable(GL_BLEND); glActiveTexture(GL_TEXTURE0); auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture; tex.bind(); sampler_linear.bind(0); m_face_plane.draw_fill(); tex.unbind(); } /* for (auto& mode : *m_canvas->m_mode) mode->on_Draw(ortho_proj, proj, camera); glDisable(GL_DEPTH_TEST); if (m_canvas->m_smask_active) { m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera); m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera); } // keep drawing the grids if (m_canvas->m_state != kCanvasMode::Grid) for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid]) mode->on_Draw(ortho_proj, proj, camera); */ blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND); depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST); sampler.unbind(); }