Files
panopainter/engine/canvas.cpp

266 lines
8.0 KiB
C++

#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 mvp = proj *
glm::translate(glm::vec3(s.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, mvp);
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
//m_plane.update_vertices(P);
m_plane.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<uint8_t[]>(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<Stroke>();
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_mesh.create();
return true;
}