Files
panopainter/src/app_vr.cpp
2019-05-20 10:23:02 +02:00

326 lines
14 KiB
C++

#include "pch.h"
#include "app.h"
#ifdef _WIN32
bool win32_vr_start();
void win32_vr_stop();
#endif
bool App::vr_start()
{
#ifdef _WIN32
return win32_vr_start();
#else
return false;
#endif
}
void App::vr_stop()
{
#ifdef _WIN32
win32_vr_stop();
#endif
}
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_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index) &&
(!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::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::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::UseFragcoord, false);
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);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
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
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);
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
auto mode = dynamic_cast<CanvasModePen*>(canvas->m_canvas->modes[(int)canvas->m_canvas->m_current_mode][0]);
if (ui_visible && mode)
{
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);
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
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 / 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
if (ui_visible)
{
auto cur = (glm::vec2(cursor.x / width * zoom, 1.f - cursor.y / height * zoom) - 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);
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
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 / 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();
}