Files
panopainter/src/brush.cpp

303 lines
12 KiB
C++

#include "pch.h"
#include "log.h"
#include "brush.h"
void BrushMesh::draw(const std::vector<StrokeSample>& samples, const glm::mat4& proj)
{
std::vector<instance_t> 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 curve_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
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 size = glm::min(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), m_max_size);
StrokeSample s;
s.origin = pos;
s.angle = -curve_angle + (m_brush->m_tip_angle + rnd_neg() * m_brush->m_jitter_angle) * (float)(M_PI * 2.0);
s.size = 800.f * size * (1.f - rnd_nor() * m_brush->m_jitter_scale) * size_dyn;
s.pos = pos + (rnd_vec() * m_brush->m_jitter_spread * s.size);
s.flow = m_brush->m_tip_flow * (1.f - rnd_nor() * m_brush->m_jitter_flow) * flow_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 * (float)m_brush->m_tip_hue_pressure) + (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 * (float)m_brush->m_tip_sat_pressure) + (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 * (float)m_brush->m_tip_val_pressure) + (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<StrokeSample> Stroke::compute_samples()
{
if (m_keypoints.empty()) return {};
int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
std::vector<StrokeSample> samples;
samples.reserve(nsamples); // preallocate the estimate number of samples
while (m_keypoints.back().dist > (m_dist + m_step))
{
bool is_first = m_last_kp == 0;
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, 0);
if (s.valid())
{
if (m_brush->m_tip_angle_follow)
{
glm::vec2 v = s.origin - m_prev_sample.origin;
if (v.length() > 0)
{
m_direction.add((v));
auto avg = m_direction.average();
float curve_angle = -glm::orientedAngle(glm::normalize(avg), glm::vec2(1, 0));
// NOTE: average angles need correction for 0-360 discontinuity
//m_curve_angles.add(curve_angle);
//float avg = m_curve_angles.average();
s.angle += curve_angle;
}
}
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_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 size = glm::min(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), m_max_size);
m_step = glm::max(m_brush->m_tip_spacing * size * pressure * 800.f, 1.f);
}
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.origin = pos;
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>& 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_brush = brush;
float size = glm::min(m_brush->m_tip_size / glm::tan(glm::radians(m_camera.fov * 0.5f)), m_max_size);
m_step = glm::max(m_brush->m_tip_spacing * size * 800.f, 1.f);
prng.seed(0);
}
bool Brush::load_texture(const std::string& path, const std::string& thumb)
{
m_tip_texture = std::make_shared<Texture2D>();
if (!m_tip_texture->load(path))
return false;
m_tip_texture->create_mipmaps();
m_tip_texture->auto_destroy = true;
m_brush_path = path;
m_brush_thumb_path = thumb;
return true;
}
bool Brush::load_stencil(const std::string& path)
{
m_stencil_texture = std::make_shared<Texture2D>();
if (!m_stencil_texture->load(path))
return false;
m_stencil_texture->create_mipmaps();
m_stencil_texture->auto_destroy = true;
m_stencil_path = path;
return true;
}
bool Brush::load()
{
if (!m_brush_path.empty())
{
m_tip_texture = std::make_shared<Texture2D>();
if (!m_tip_texture->load(m_brush_path))
return false;
m_tip_texture->create_mipmaps();
m_tip_texture->auto_destroy = true;
}
if (!m_stencil_path.empty())
{
m_stencil_texture = std::make_shared<Texture2D>();
if (!m_stencil_texture->load(m_stencil_path))
return false;
m_stencil_texture->create_mipmaps();
m_stencil_texture->auto_destroy = true;
}
return true;
}