143 lines
4.6 KiB
C++
143 lines
4.6 KiB
C++
#pragma once
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#include "rtt.h"
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#include "texture.h"
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#include "shader.h"
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#include "shape.h"
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#include "brush.h"
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NS_START
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class Canvas
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{
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public:
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int m_width;
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int m_height;
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std::vector<Layer> m_layers;
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std::vector<Stroke> m_strokes;
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std::unique_ptr<Layer> m_tmp;
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Stroke* m_current_stroke = nullptr;
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int m_current_layer_idx = 0;
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RTT m_fb;
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Sampler m_sampler;
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Plane m_plane;
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std::minstd_rand prng;
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bool create(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_tmp = std::make_unique<Layer>();
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m_tmp->create(width, height, "tmp");
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m_fb.create(width, height);
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m_sampler.create();
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m_plane.create<1>(1, 1);
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return true;
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}
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void layer_add(std::string name)
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{
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m_layers.emplace_back();
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m_layers.back().create(m_width, m_height, name);
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}
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void stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
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{
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prng.seed(0);
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m_strokes.emplace_back();
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m_strokes.back().m_brush = brush;
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m_strokes.back().add_point(point, pressure);
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m_current_stroke = &m_strokes.back();
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}
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void stroke_update(glm::vec2 point, float pressure)
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{
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m_current_stroke->add_point(point, pressure);
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m_fb.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_BLEND);
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//auto mvp = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f) *
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// glm::translate(glm::vec3(point, 0)) *
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// glm::scale(glm::vec3(30, 30, 1));
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//auto& tex = TextureManager::get(m_current_stroke->m_brush.m_tex_id);
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//tex.bind();
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//m_sampler.bind(0);
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//ui::ShaderManager::use(kShader::Stroke);
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//ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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//ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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//ui::ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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//ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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//m_plane.draw_fill();
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//m_sampler.unbind();
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//tex.unbind();
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auto proj = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f);
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auto m_brush = m_current_stroke->m_brush;
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auto rnd_nor = [&] { return float((double)prng() / (double)prng.max()); }; // normalized [0, +1]
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auto rnd_neg = [&] { return float((double)prng() / (double)prng.max() * 2.0 - 1.0); }; // normalized [-1, +1]
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auto rnd_rad = [&] { return float((double)prng() / (double)prng.max() * M_PI * 2.0); }; // normalized [0, 2pi]
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auto rnd_vec = [&] { float rad = rnd_rad(); return glm::vec2(cosf(rad), sinf(rad)); }; // normalized direction vector
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float angle = (m_brush.m_tip_angle + rnd_nor() * m_brush.m_jitter_angle) * (float)(M_PI * 2.0);
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glm::vec2 pos = point + (rnd_vec() * m_brush.m_jitter_spread * 100.f);
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float size = 100.f * m_brush.m_tip_size * (1.f - rnd_nor() * m_brush.m_jitter_scale);
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float flow = m_brush.m_tip_flow * (1.f - rnd_nor() * m_brush.m_jitter_flow);
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//alpha += glm::max(m_brush.m_tip_spacing * .2f, .01f);
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auto mvp = proj *
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//glm::translate(glm::vec3(i * 40 * m_tip_spacing, m_rtt.getHeight() / 2, 0)) *
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glm::translate(glm::vec3(pos, 0)) *
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glm::scale(glm::vec3(size, size, 1)) *
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glm::eulerAngleZ(angle);
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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tex.bind();
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m_sampler.bind(0);
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ShaderManager::use("stroke");
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_float(kShaderUniform::Alpha, flow);
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m_plane.draw_fill();
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m_sampler.unbind();
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tex.unbind();
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glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_fb.unbindFramebuffer();
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}
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void stroke_end()
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{
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m_current_stroke = nullptr;
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}
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void clear()
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{
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m_fb.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_width, m_height);
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//
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_fb.unbindFramebuffer();
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}
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};
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NS_END
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