157 lines
4.1 KiB
C++
157 lines
4.1 KiB
C++
#pragma once
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#include "rtt.h"
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#include "shader.h"
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#include "texture.h"
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class Brush
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{
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public:
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//Brush() = default;
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//Brush(const Brush& brush) = default;
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std::string m_name;
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std::shared_ptr<Texture2D> m_tip_texture;
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std::string m_brush_path;
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std::string m_brush_thumb_path;
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std::shared_ptr<Texture2D> m_dual_texture;
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std::string m_dual_path;
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std::string m_dual_thumb_path;
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std::shared_ptr<Texture2D> m_stencil_texture;
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std::string m_stencil_path;
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std::string m_stencil_thumb_path;
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glm::vec4 m_tip_color{0, 0, 0, 1};
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float m_tip_size = .25f;
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float m_tip_spacing = .25;
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float m_tip_flow = 1;
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float m_tip_opacity = 1;
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float m_tip_angle = 0;
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float m_tip_angle_delay = 0;
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float m_tip_mix = 0;
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float m_tip_stencil = 0;
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float m_tip_wet = 0;
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float m_tip_noise = 0;
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float m_tip_hue = 0;
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float m_tip_sat = 0;
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float m_tip_val = 0;
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bool m_tip_angle_follow = false;
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bool m_tip_flow_pressure = false;
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bool m_tip_size_pressure = false;
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float m_jitter_scale = 0;
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float m_jitter_angle = 0;
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float m_jitter_spread = 0;
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float m_jitter_flow = 0;
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float m_jitter_hue = 0;
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float m_jitter_sat = 0;
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float m_jitter_val = 0;
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int m_blend_mode = 0;
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bool m_tip_invert = false;
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bool m_tip_flipx = false;
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bool m_tip_flipy = false;
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bool m_tex_enabled = false;
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bool m_dual_enabled = false;
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int m_dual_blend_mode = 0;
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bool m_dual_randflip = false;
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float m_dual_size = .25;
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float m_dual_spacing = .25;
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float m_dual_scatter = 0;
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bool m_dual_scatter_axis = false;
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bool m_dual_invert = false;
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bool m_dual_flipx = false;
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bool m_dual_flipy = false;
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bool m_tip_randflipx = false;
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bool m_tip_randflipy = false;
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float m_tip_aspect = 0.5f;
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float m_dual_flow = .75f;
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float m_dual_opacity = 1.f;
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float m_dual_rotate = .25f;
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bool load_texture(const std::string& path, const std::string& thumb);
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bool load_dual(const std::string& path, const std::string& thumb);
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bool load_stencil(const std::string& path, const std::string& thumb);
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bool load();
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};
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struct StrokeSample
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{
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glm::vec3 col = { 0, 0, 0 };
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glm::vec3 pos = { 0, 0, 0 };
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glm::vec3 origin = { 0, 0, 0 };
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glm::vec2 scale = { 1, 1 };
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float size = 0;
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float flow = 0;
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float angle = 0;
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bool valid() const
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{
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return !(
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glm::isnan(angle) ||
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glm::isinf(angle) ||
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glm::any(glm::isnan(col)) ||
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glm::any(glm::isnan(pos)) ||
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glm::any(glm::isnan(origin))
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);
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}
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};
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class BrushMesh
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{
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public:
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GLuint buffers[3]{ 0 };
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GLuint vao{ 0 };
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struct instance_t { glm::mat4 mvp; float flow; };
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int loc_flow = 0;
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int loc_mvp = 0;
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bool create();
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void draw(const std::vector<StrokeSample>& samples, const glm::mat4& proj);
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};
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class Stroke
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{
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public:
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struct Keypoint
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{
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glm::vec3 pos = { 0, 0, 0 };
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float pressure = 0;
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float dist = 0;
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};
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struct Camera
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{
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glm::mat4 rot;
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float fov = 0;
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};
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int m_layer = 0;
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int m_dir_kp = 0;
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bool m_dir_valid = false;
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glm::vec2 m_dir_ref = { 1, 0 };
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float m_dir_ref_angle = 0;
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float m_dir_dist = 0;
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float m_dir_step = 10;
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float m_dir_angle = 0;
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float m_curve = 0;
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float m_dist = 0;
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float m_step = 0;
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float m_max_size = FLT_MAX;
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bool m_filter_points = true;
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Camera m_camera;
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std::shared_ptr<Brush> m_brush;
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cbuffer<float> m_direction{ 1 };
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cbuffer<float> m_pressure_buff{ 10 };
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cbuffer<glm::vec3> m_hsv_jitter{ 3 };
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StrokeSample m_prev_sample;
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std::vector<Keypoint> m_keypoints;
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std::vector<std::pair<glm::vec3, float>> m_hold_points;
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std::vector<StrokeSample> m_samples;
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int m_last_kp;
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std::minstd_rand prng;
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void start(const std::shared_ptr<Brush>& brush);
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void add_point(glm::vec3 pos, float pressure);
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void reset(bool clear_keypoints = false);
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bool has_sample();
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std::vector<StrokeSample> compute_samples();
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StrokeSample randomize_sample(const glm::vec3& pos, float pressure, float curve_angle);
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};
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