Files
panopainter/src/node_stroke_preview.cpp
2019-11-17 14:52:42 +01:00

641 lines
23 KiB
C++

#include "pch.h"
#include "log.h"
#include "node_stroke_preview.h"
#include "texture.h"
#include "shader.h"
#include "bezier.h"
#include "canvas.h"
#include "app.h"
std::atomic_int NodeStrokePreview::s_instances{ 0 };
std::atomic_bool NodeStrokePreview::s_running{ false };
std::mutex NodeStrokePreview::s_render_mutex;
std::thread NodeStrokePreview::s_renderer;
BlockingQueue<std::shared_ptr<NodeStrokePreview>> NodeStrokePreview::s_queue;
RTT NodeStrokePreview::m_rtt;
RTT NodeStrokePreview::m_rtt_mixer;
Texture2D NodeStrokePreview::m_tex; // blending tmp texture
Texture2D NodeStrokePreview::m_tex_dual;
Texture2D NodeStrokePreview::m_tex_background;
Sampler NodeStrokePreview::m_sampler_linear;
Sampler NodeStrokePreview::m_sampler_linear_repeat;
Sampler NodeStrokePreview::m_sampler_mipmap;
DynamicShape NodeStrokePreview::m_brush_shape;
void NodeStrokePreview::terminate_renderer()
{
if (s_running && s_renderer.joinable())
{
s_running = false;
s_queue.UnlockGetters();
s_renderer.join();
}
}
void NodeStrokePreview::empty_queue()
{
s_queue.q.clear();
}
Node* NodeStrokePreview::clone_instantiate() const
{
return new NodeStrokePreview();
}
void NodeStrokePreview::clone_copy(Node* dest) const
{
NodeBorder::clone_copy(dest);
}
void NodeStrokePreview::clone_children(Node* dest) const
{
// stop children cloning
}
void NodeStrokePreview::clone_finalize(Node* dest) const
{
NodeStrokePreview* n = (NodeStrokePreview*)dest;
n->init_controls();
}
void NodeStrokePreview::init_controls()
{
// TextureManager::load("data/thumbs/Round-Hard.png");
// Canvas::I->m_current_brush.m_tex_id = const_hash("data/thumbs/Round-Hard.png");
}
void NodeStrokePreview::restore_context()
{
NodeBorder::restore_context();
init_controls();
if (m_size.x > 0 && m_size.y > 0)
m_tex_preview.create(m_size.x, m_size.y);
draw_stroke();
}
void NodeStrokePreview::clear_context()
{
NodeBorder::clear_context();
m_tex_preview.destroy();
}
void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
{
gl_state gl;
gl.save();
m_rtt_mixer.bindFramebuffer();
glViewport(0, 0, m_rtt_mixer.getWidth(), m_rtt_mixer.getHeight());
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glScissor(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
const auto& b = m_brush;
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_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::Lock, false);
ShaderManager::u_int(kShaderUniform::Mask, false);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
m_sampler_linear.bind(0);
glActiveTexture(GL_TEXTURE0);
m_tex_background.bind();
glActiveTexture(GL_TEXTURE1);
m_rtt.bindTexture();
glActiveTexture(GL_TEXTURE3);
m_tex_dual.bind();
glActiveTexture(GL_TEXTURE4);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
m_plane.draw_fill();
m_rtt_mixer.unbindFramebuffer();
gl.restore();
}
glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Texture2D& blend_tex)
{
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE1);
blend_tex.bind(); // bg, copy of framebuffer (copied before drawing)
}
glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
glm::vec2 bb_min(size);
glm::vec2 bb_max(0, 0);
for (int j = 0; j < P.size(); j++)
{
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, xy(P[j].pos)));
bb_max = glm::min(size, glm::max(bb_max, xy(P[j].pos)));
}
auto bb_sz = bb_max - bb_min;
glm::vec2 pad(1);
glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad, { 0, 0 }, size);
glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz) + pad * 2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(size) - tex_pos));
if (!ShaderManager::ext_framebuffer_fetch)
{
// this is also used by the mixer
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, tex_pos.x, tex_pos.y,
tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
}
if (P.size() == 4)
{
static vertex_t rect[6];
rect[0] = P[0];
rect[1] = P[1];
rect[2] = P[2];
rect[3] = P[0];
rect[4] = P[2];
rect[5] = P[3];
m_brush_shape.update_vertices(rect, 6);
}
m_brush_shape.draw_fill();
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE1);
blend_tex.unbind();
}
return glm::vec4(tex_pos, tex_pos + tex_sz);
}
std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compute(Stroke& stroke, float zoom) const
{
std::vector<StrokeFrame> ret;
StrokeSample prev = stroke.m_prev_sample;
auto samples = stroke.compute_samples();
std::array<vertex_t, 4> B = {
vertex_t{ {0, 0, 1, 1}, {0, 0}, {0, 0} },
vertex_t{ {0, 0, 1, 1}, {0, 1}, {0, 1} },
vertex_t{ {0, 0, 1, 1}, {1, 1}, {1, 1} },
vertex_t{ {0, 0, 1, 1}, {1, 0}, {1, 0} },
};
for (const auto& s : samples)
{
if (!s.valid())
continue;
ret.emplace_back();
auto& f = ret.back();
glm::vec2 dx_mix(prev.size * 0.5f, 0), dy_mix(0, prev.size * 0.5f);
glm::vec2 off_mix[4] = {
-dx_mix - dy_mix, // A - bottom-left
-dx_mix + dy_mix, // B - top-left
+dx_mix + dy_mix, // C - top-right
+dx_mix - dy_mix, // D - bottom-right
};
// P is the initial square centered at the cursor location
glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);
glm::vec2 off[4] = {
-dx - dy, // A - bottom-left
-dx + dy, // B - top-left
+dx + dy, // C - top-right
+dx - dy, // D - bottom-right
};
glm::vec2 mixer_sz(m_rtt.getWidth(), m_rtt.getHeight());
glm::vec2 mixer_bb_min(mixer_sz);
glm::vec2 mixer_bb_max(0, 0);
for (int j = 0; j < 4; j++)
{
auto p = (xy(prev.pos) + zoom * s.scale * off_mix[j] * glm::orientate2(-s.angle));
mixer_bb_min = glm::max({ 0, 0 }, glm::min(mixer_bb_min, p));
mixer_bb_max = glm::min(mixer_sz, glm::max(mixer_bb_max, p));
B[j].pos = glm::vec4(xy(s.pos) + zoom * s.scale * off[j] * glm::orientate2(-s.angle) - glm::vec2(0, 1), 1, 1);
B[j].uvs2 = p / mixer_sz;
}
f.m_mixer_rect = { glm::floor(mixer_bb_min), glm::ceil(mixer_bb_max - mixer_bb_min) };
f.col = glm::vec4(s.col, 1);
f.flow = s.flow;
f.opacity = s.opacity;
f.shapes = B;
prev = s;
}
return ret;
}
void NodeStrokePreview::draw_stroke_immediate()
{
if (m_size.x == 0 || m_size.y == 0)
return;
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
float zoom = root()->m_zoom;
glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
glm::mat4 ortho_proj = glm::ortho<float>(0, size.x, 0, size.y, -1, 1);
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
m_rtt.bindFramebuffer();
m_rtt.clear();
m_sampler_mipmap.bind(0);
m_sampler_linear.bind(1);
m_sampler_linear_repeat.bind(2);
m_sampler_linear.bind(3);
m_sampler_linear.bind(4);
const auto& b = m_brush;
Stroke m_stroke;
Stroke m_dual_stroke;
m_stroke.m_filter_points = false;
m_stroke.m_max_size = m_max_size > 0 ? m_max_size : m_size.y * .75f;
m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
m_stroke.reset(true);
m_stroke.start(b);
auto dual_brush = std::make_shared<Brush>();
dual_brush->m_tip_scale = b->m_dual_scale;
dual_brush->m_tip_angle = b->m_dual_angle;
dual_brush->m_tip_flow = b->m_dual_flow;
dual_brush->m_tip_opacity = b->m_dual_opacity;
dual_brush->m_tip_flipx = b->m_dual_flipx;
dual_brush->m_tip_flipy = b->m_dual_flipy;
dual_brush->m_tip_invert = b->m_dual_invert;
dual_brush->m_blend_mode = b->m_dual_blend_mode;
dual_brush->m_tip_randflipx = b->m_dual_randflip;
dual_brush->m_tip_randflipy = b->m_dual_randflip;
dual_brush->m_tip_size = b->m_dual_size * b->m_tip_size;
dual_brush->m_tip_spacing = b->m_dual_spacing;
dual_brush->m_jitter_scatter = b->m_dual_scatter;
dual_brush->m_jitter_scatter_bothaxis = b->m_dual_scatter_bothaxis;
dual_brush->m_jitter_angle = b->m_dual_rotate;
dual_brush->m_tip_texture = b->m_dual_texture;
dual_brush->m_tip_aspect = b->m_dual_aspect;
if (b->m_dual_enabled)
{
m_dual_stroke.m_filter_points = false;
m_dual_stroke.m_max_size = m_stroke.m_max_size * b->m_dual_size;
m_dual_stroke.m_camera.fov = Canvas::I->m_cam_fov;
m_dual_stroke.m_camera.rot = Canvas::I->m_cam_rot;
m_dual_stroke.reset(true);
m_dual_stroke.start(dual_brush);
}
{
float min_pad = size.x * 0.05f;
float pad = (5.f + glm::max(glm::min(m_stroke.m_max_size, m_brush->m_tip_size) / 2.f, min_pad)) * zoom;
if (b->m_tip_size_pressure)
pad = min_pad * zoom;
if (!glm::isnan(m_pad_override))
pad = m_pad_override;
float w = m_size.x * zoom;
float h = m_size.y * zoom;
std::vector<glm::vec2> kp = {
{ pad, h / 2.f },
{ w / 2.f, 0 },
{ w / 2.f, h },
{ w - pad, h / 2.f },
};
for (int i = 0; i < 100; i++)
{
float t = (float)i / 100.f;
float p = glm::clamp((1.f - glm::abs(t * 2.f - 1.f)) * 1.1f, 0.f, 1.f);
m_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
if (b->m_dual_enabled)
m_dual_stroke.add_point(glm::vec3(BezierCurve::Bezier2D(kp, t), 0), p);
}
}
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;
glDisable(GL_BLEND);
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
if (!ShaderManager::ext_framebuffer_fetch)
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
// DRAW DUAL BRUSH
if (b->m_dual_enabled)
{
m_rtt.clear();
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
ShaderManager::u_float(kShaderUniform::Wet, 0);
ShaderManager::u_float(kShaderUniform::Noise, 0);
glActiveTexture(GL_TEXTURE0);
dual_brush->m_tip_texture ?
dual_brush->m_tip_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
auto frames_dual = stroke_draw_compute(m_dual_stroke, zoom);
for (auto& f : frames_dual)
{
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex_dual);
}
// copy raw stroke to tex
glActiveTexture(GL_TEXTURE1);
m_tex_dual.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
}
// CHEKCERBOARD
// copy background color to tex2
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, b->m_tip_mix > 0.f || b->m_blend_mode != 0);
float aspect = size.x / size.y;
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f / aspect, .5f / aspect, -1.f, 1.f));
m_plane.draw_fill();
//m_rtt.clear({ .3f, .3f, .3f, 1.f });
m_tex_background.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
// DRAW MAIN BRUSH
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && b->m_pattern_eachsample);
ShaderManager::u_float(kShaderUniform::MixAlpha, b->m_tip_mix);
ShaderManager::u_float(kShaderUniform::Wet, b->m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, b->m_tip_noise);
glActiveTexture(GL_TEXTURE0);
b->m_tip_texture->bind();
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE1);
m_tex.bind(); // tmp swap for blending
}
glActiveTexture(GL_TEXTURE2);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3);
b->m_tip_mix > 0.f ? m_rtt_mixer.bindTexture() : glBindTexture(GL_TEXTURE_2D, 0);
auto frames = stroke_draw_compute(m_stroke, zoom);
m_rtt.clear();
for (auto& f : frames)
{
if (b->m_tip_mix > 0.f)
{
stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
}
ShaderManager::use(kShader::Stroke);
if (b->m_blend_mode != 0 || b->m_tip_mix > 0.f)
ShaderManager::u_vec4(kShaderUniform::Col, { .7, .4, .1, 1 } /*f.col*/);
else
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 } /*f.col*/);
ShaderManager::u_float(kShaderUniform::Alpha, glm::max(f.flow, m_min_flow));
ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex);
}
glActiveTexture(GL_TEXTURE3);
m_rtt_mixer.unbindTexture();
// copy raw stroke to tex
glActiveTexture(GL_TEXTURE1);
m_tex.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
// COMPOSITE
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, size);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::Mask, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
m_sampler_linear.bind(0);
m_sampler_linear.bind(1);
m_sampler_linear.bind(2);
m_sampler_linear.bind(3);
m_sampler_linear_repeat.bind(4);
glActiveTexture(GL_TEXTURE0);
m_tex_background.bind();
glActiveTexture(GL_TEXTURE1);
m_tex.bind();
glActiveTexture(GL_TEXTURE3);
m_tex_dual.bind();
glActiveTexture(GL_TEXTURE4);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
m_plane.draw_fill();
// copy the result to the actual preview
m_tex_preview.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.x, size.y);
m_rtt.unbindFramebuffer();
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
Image NodeStrokePreview::render_to_image()
{
std::lock_guard<std::mutex> _lock(s_render_mutex);
App::I->render_task([this] {
auto new_size = m_preview_size;
if (!m_tex_preview.ready() || m_tex_preview.size() != new_size)
m_tex_preview.create((int)new_size.x, (int)new_size.y);
if (m_tex.size() != new_size)
{
m_rtt.create((int)new_size.x, (int)new_size.y);
m_rtt_mixer.create((int)new_size.x, (int)new_size.y);
m_tex.create((int)new_size.x, (int)new_size.y);
m_tex_dual.create((int)new_size.x, (int)new_size.y);
m_tex_background.create((int)new_size.x, (int)new_size.y);
}
draw_stroke_immediate();
});
return m_tex_preview.get_image();
}
void NodeStrokePreview::draw_stroke()
{
if (m_size.x == 0 || m_size.y == 0)
return;
s_queue.mutex.lock();
if (!s_running)
{
s_running = true;
s_renderer = std::thread([] {
BT_SetTerminate();
m_sampler_linear.create();
m_sampler_linear_repeat.create(GL_LINEAR, GL_REPEAT);
m_sampler_mipmap.create();
m_sampler_mipmap.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
m_brush_shape.create();
while (s_running)
{
auto node = s_queue.Get();
if (node)
{
std::lock_guard<std::mutex> _lock(s_render_mutex);
// if the brush is not already loaded, load it and then destroy it
bool to_unload = (node->m_brush->m_tip_texture == nullptr);
node->m_brush->preload();
App::I->render_task([node, to_unload]
{
gl_state gl;
gl.save();
auto new_size = node->m_preview_size;
if (!node->m_tex_preview.ready() || node->m_tex_preview.size() != new_size)
node->m_tex_preview.create((int)new_size.x, (int)new_size.y);
if (m_tex.size() != new_size)
{
m_rtt.create((int)new_size.x, (int)new_size.y);
m_rtt_mixer.create((int)new_size.x, (int)new_size.y);
m_tex.create((int)new_size.x, (int)new_size.y);
m_tex_dual.create((int)new_size.x, (int)new_size.y);
m_tex_background.create((int)new_size.x, (int)new_size.y);
}
node->m_brush->load();
node->draw_stroke_immediate();
if (to_unload)
node->m_brush->unload();
gl.restore();
});
node->app_redraw();
//std::this_thread::sleep_for(std::chrono::milliseconds(30));
std::this_thread::yield();
}
}
m_rtt.destroy();
m_rtt_mixer.destroy();
m_tex.destroy();
m_tex_dual.destroy();
m_tex_background.destroy();
m_brush_shape.destroy();
});
}
s_queue.mutex.unlock();
s_queue.PostUnique(std::static_pointer_cast<NodeStrokePreview>(shared_from_this()), m_draw_first);
}
void NodeStrokePreview::draw()
{
ShaderManager::use(kShader::Texture);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ShaderManager::u_int(kShaderUniform::Tex, 0);
m_tex_preview.bind();
m_sampler_linear.bind(0);
m_plane.draw_fill();
m_sampler_linear.unbind();
m_tex_preview.unbind();
}
void NodeStrokePreview::handle_resize(glm::vec2 old_size, glm::vec2 new_size, float zoom)
{
if (m_preview_size == (new_size * root()->m_zoom) || !m_brush)
return;
m_preview_size = new_size * root()->m_zoom;
if (m_on_screen)
draw_stroke();
}
void NodeStrokePreview::destroy()
{
m_tex_preview.destroy();
Node::destroy();
}
void NodeStrokePreview::handle_on_screen(bool old_visibility, bool new_visibility)
{
parent::handle_on_screen(old_visibility, new_visibility);
if (new_visibility)
{
draw_stroke();
}
else
{
s_queue.Remove(std::static_pointer_cast<NodeStrokePreview>(shared_from_this()));
m_tex_preview.destroy();
}
}