*/}}

ourshader.cpp 14 KB

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  1. /*
  2. * Our Paint: A light weight GPU powered painting program.
  3. * Copyright (C) 2022-2023 Wu Yiming
  4. *
  5. * This program is free software: you can redistribute it and/or modify
  6. * it under the terms of the GNU General Public License as published by
  7. * the Free Software Foundation, either version 3 of the License, or
  8. * (at your option) any later version.
  9. *
  10. * This program is distributed in the hope that it will be useful,
  11. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. * GNU General Public License for more details.
  14. *
  15. * You should have received a copy of the GNU General Public License
  16. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. #include "ourpaint.h"
  19. const char OUR_CANVAS_SHADER[]=R"(#version 430
  20. layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
  21. layout(rgba16, binding = 0) uniform image2D img;
  22. layout(rgba16, binding = 1) coherent uniform image2D smudge_buckets;
  23. uniform int uCanvasType;
  24. uniform int uCanvasRandom;
  25. uniform float uCanvasFactor;
  26. uniform ivec2 uImageOffset;
  27. uniform ivec2 uBrushCorner;
  28. uniform vec2 uBrushCenter;
  29. uniform float uBrushSize;
  30. uniform float uBrushHardness;
  31. uniform float uBrushSmudge;
  32. uniform float uBrushSlender;
  33. uniform float uBrushAngle;
  34. uniform vec2 uBrushDirection;
  35. uniform float uBrushForce;
  36. uniform float uBrushGunkyness;
  37. uniform float uBrushRecentness;
  38. uniform vec4 uBrushColor;
  39. uniform vec4 uBackgroundColor;
  40. uniform int uBrushErasing;
  41. uniform int uBrushMix;
  42. const vec4 p1_22=vec4(1.0/2.2,1.0/2.2,1.0/2.2,1.0/2.2);
  43. const vec4 p22=vec4(2.2,2.2,2.2,2.2);
  44. const float WGM_EPSILON=0.001f;
  45. const float T_MATRIX_SMALL[30] = float[30](0.026595621243689,0.049779426257903,0.022449850859496,-0.218453689278271
  46. ,-0.256894883201278,0.445881722194840,0.772365886289756,0.194498761382537
  47. ,0.014038157587820,0.007687264480513
  48. ,-0.032601672674412,-0.061021043498478,-0.052490001018404
  49. ,0.206659098273522,0.572496335158169,0.317837248815438,-0.021216624031211
  50. ,-0.019387668756117,-0.001521339050858,-0.000835181622534
  51. ,0.339475473216284,0.635401374177222,0.771520797089589,0.113222640692379
  52. ,-0.055251113343776,-0.048222578468680,-0.012966666339586
  53. ,-0.001523814504223,-0.000094718948810,-0.000051604594741);
  54. const float spectral_r_small[10] = float[10](0.009281362787953,0.009732627042016,0.011254252737167,0.015105578649573
  55. ,0.024797924177217,0.083622585502406,0.977865045723212,1.000000000000000
  56. ,0.999961046144372,0.999999992756822);
  57. const float spectral_g_small[10] = float[10](0.002854127435775,0.003917589679914,0.012132151699187,0.748259205918013
  58. ,1.000000000000000,0.865695937531795,0.037477469241101,0.022816789725717
  59. ,0.021747419446456,0.021384940572308);
  60. const float spectral_b_small[10] = float[10](0.537052150373386,0.546646402401469,0.575501819073983,0.258778829633924
  61. ,0.041709923751716,0.012662638828324,0.007485593127390,0.006766900622462
  62. ,0.006699764779016,0.006676219883241);
  63. void rgb_to_spectral (vec3 rgb, out float spectral_[10]) {
  64. float offset = 1.0 - WGM_EPSILON;
  65. float r = rgb.r * offset + WGM_EPSILON;
  66. float g = rgb.g * offset + WGM_EPSILON;
  67. float b = rgb.b * offset + WGM_EPSILON;
  68. float spec_r[10] = float[10](0,0,0,0,0,0,0,0,0,0); for (int i=0; i < 10; i++) {spec_r[i] = spectral_r_small[i] * r;}
  69. float spec_g[10] = float[10](0,0,0,0,0,0,0,0,0,0); for (int i=0; i < 10; i++) {spec_g[i] = spectral_g_small[i] * g;}
  70. float spec_b[10] = float[10](0,0,0,0,0,0,0,0,0,0); for (int i=0; i < 10; i++) {spec_b[i] = spectral_b_small[i] * b;}
  71. for (int i=0; i<10; i++) {spectral_[i] = spec_r[i] + spec_g[i] + spec_b[i];}
  72. }
  73. vec3 spectral_to_rgb (float spectral[10]) {
  74. float offset = 1.0 - WGM_EPSILON;
  75. // We need this tmp. array to allow auto vectorization. <-- How about on GPU?
  76. float tmp[3] = float[3](0,0,0);
  77. for (int i=0; i<10; i++) {
  78. tmp[0] += T_MATRIX_SMALL[i] * spectral[i];
  79. tmp[1] += T_MATRIX_SMALL[10+i] * spectral[i];
  80. tmp[2] += T_MATRIX_SMALL[20+i] * spectral[i];
  81. }
  82. vec3 rgb_;
  83. for (int i=0; i<3; i++) {rgb_[i] = clamp((tmp[i] - WGM_EPSILON) / offset, 0.0f, 1.0f);}
  84. return rgb_;
  85. }
  86. vec2 hash( vec2 p ){
  87. p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
  88. return -1.0 + 2.0*fract(sin(p)*43758.5453123);
  89. }
  90. float rand(vec2 co){
  91. return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
  92. }
  93. float noise(in vec2 p){ // from iq
  94. const float K1 = 0.366025404; // (sqrt(3)-1)/2;
  95. const float K2 = 0.211324865; // (3-sqrt(3))/6;
  96. vec2 i = floor( p + (p.x+p.y)*K1 );
  97. vec2 a = p - i + (i.x+i.y)*K2;
  98. float m = step(a.y,a.x);
  99. vec2 o = vec2(m,1.0-m);
  100. vec2 b = a - o + K2;
  101. vec2 c = a - 1.0 + 2.0*K2;
  102. vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
  103. vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
  104. return dot( n, vec3(70.0) );
  105. }
  106. #define HEIGHT_STRAND(x,y) abs(fract(x)-.5)<.48? \
  107. (.4+.2*sin(3.14*(y+ceil(x))))* \
  108. ((max(abs(sin(3.14*x*2.)+0.2),abs(sin(3.14*x*2.)-0.2))+2.*abs(sin(3.14*x)))/2.+0.5):0.1
  109. #define PATTERN_CANVAS(x,y) \
  110. (max(HEIGHT_STRAND((x),(y)),HEIGHT_STRAND(-(y),(x))))
  111. float HEIGHT_CANVAS(float x,float y){
  112. if(uCanvasType == 1){
  113. return PATTERN_CANVAS(x,y);
  114. }else if(uCanvasType == 2){
  115. vec2 uv=vec2(x,y); float f; uv*=0.1; // from iq
  116. f = 0.2*noise( uv ); uv*=5.;
  117. f += 0.6*noise( uv ); uv*=3.;
  118. f += 0.5*noise( uv );
  119. f = 0.55 + 0.55*f;
  120. return pow(f,0.5);
  121. }
  122. return 1.;
  123. }
  124. float SampleCanvas(vec2 U, vec2 dir,float rfac, float force, float gunky){
  125. if(uCanvasType==0 || abs(gunky-0.)<1.e-2){ return rfac; }
  126. U+=vec2(uImageOffset); U/=20.3; U.x=U.x+rand(U)/10.; U.y=U.y+rand(U)/10.;
  127. mat2 m = mat2(1.6,1.2,-1.2,1.6); vec2 _uv=U; _uv.x+=float(uCanvasRandom%65535)/174.41; _uv.y+=float(uCanvasRandom%65535)/439.87; _uv/=500.;
  128. U.x+=noise(_uv)*2.1; _uv = m*_uv; U.x+=noise(_uv)*0.71;
  129. _uv.y+=365.404;
  130. U.y+=noise(_uv)*1.9; _uv = m*_uv; U.y+=noise(_uv)*0.83;
  131. float d=0.1;
  132. float h=HEIGHT_CANVAS(U.x,U.y);
  133. float hr=HEIGHT_CANVAS(U.x+d,U.y);
  134. float hu=HEIGHT_CANVAS(U.x,U.y+d);
  135. vec3 vx=normalize(vec3(d,0,hr)-vec3(0,0,h)),vy=normalize(vec3(0,d,hu)-vec3(0,0,h)),vz=cross(vx,vy);
  136. float useforce=force*rfac;
  137. float scrape=dot(normalize(vz),vec3(-normalize(dir).xy,0))*mix(0.3,1.,useforce);
  138. float top=h-(1.-pow(useforce,1.5)*2.); float tophard=smoothstep(0.4,0.6,top);
  139. float fac=(gunky>=0.)?mix(mix(1.,top,gunky),tophard,gunky):mix(1.,1.-h,-gunky*0.8);
  140. fac=max(fac,scrape*clamp(gunky,0,1));
  141. fac=clamp(fac,0.,1.);
  142. fac*=rfac;
  143. return mix(rfac,fac,uCanvasFactor);
  144. }
  145. subroutine vec4 MixRoutines(vec4 a, vec4 b, float fac_a);
  146. subroutine(MixRoutines) vec4 DoMixNormal(vec4 a, vec4 b, float fac_a){
  147. return mix(a,b,1-fac_a);
  148. }
  149. subroutine(MixRoutines) vec4 DoMixSpectral(vec4 a, vec4 b, float fac_a){
  150. vec4 result = vec4(0,0,0,0);
  151. result.a=mix(a.a,b.a,1-fac_a);
  152. float spec_a[10] = {0,0,0,0,0,0,0,0,0,0}; rgb_to_spectral(a.rgb, spec_a);
  153. float spec_b[10] = {0,0,0,0,0,0,0,0,0,0}; rgb_to_spectral(b.rgb, spec_b);
  154. float spectralmix[10] = {0,0,0,0,0,0,0,0,0,0};
  155. for (int i=0; i < 10; i++) { spectralmix[i] = pow(spec_a[i], fac_a) * pow(spec_b[i], 1-fac_a); }
  156. result.rgb=spectral_to_rgb(spectralmix);
  157. return result;
  158. }
  159. subroutine uniform MixRoutines uMixRoutineSelection;
  160. vec4 spectral_mix(vec4 a, vec4 b, float fac_a){
  161. return uMixRoutineSelection(a,b,fac_a);
  162. }
  163. vec4 spectral_mix_unpre(vec4 colora, vec4 colorb, float fac){
  164. vec4 ca=(colora.a==0)?colora:vec4(colora.rgb/colora.a,colora.a);
  165. vec4 cb=(colorb.a==0)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
  166. float af=colora.a*(1-fac);
  167. float aa=af/(af+fac*colorb.a+0.000001);
  168. vec4 result=spectral_mix(ca,cb,aa);
  169. result.a=mix(colora.a,colorb.a,fac);
  170. return vec4(result.rgb*result.a,result.a);
  171. }
  172. float atan2(in float y, in float x){
  173. bool s = (abs(x) > abs(y)); return mix(3.1415926535/2.0 - atan(x,y), atan(y,x), s);
  174. }
  175. vec2 rotate(vec2 v, float angle) {
  176. float s = sin(angle); float c = cos(angle);
  177. return mat2(c,-s,s,c) * v;
  178. }
  179. float brightness(vec4 color) {
  180. return color.r*0.2126+color.b*0.7152+color.g*0.0722;
  181. }
  182. vec4 mix_over(vec4 colora, vec4 colorb){
  183. vec4 a=(colora.a==0)?colora:vec4(colora.rgb/colora.a,colora.a);
  184. vec4 b=(colorb.a==0)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
  185. vec4 m=vec4(0,0,0,0); float aa=colora.a/(colora.a+(1-colora.a)*colorb.a+0.0001);
  186. m=spectral_mix(a,b,aa);
  187. m.a=colora.a+colorb.a*(1-colora.a);
  188. m=vec4(m.rgb*m.a,m.a);
  189. return m;
  190. }
  191. int dab(float d, vec2 fpx, vec4 color, float size, float hardness, float smudge, vec4 smudge_color, vec4 last_color, out vec4 final){
  192. vec4 cc=color;
  193. float fac=1-pow(d/size,1+1/(1-hardness+1e-4));
  194. float canvas=SampleCanvas(fpx,uBrushDirection,fac,uBrushForce,uBrushGunkyness);
  195. cc.a=color.a*canvas*(1-smudge); cc.rgb=cc.rgb*cc.a;
  196. float erasing=float(uBrushErasing);
  197. cc=cc*(1-erasing);
  198. // this looks better than the one commented out below
  199. vec4 c2=spectral_mix_unpre(last_color,smudge_color,smudge*fac*color.a*canvas);
  200. c2=mix_over(cc,c2);
  201. //vec4 c2=mix_over(cc,last_color);
  202. //c2=spectral_mix_unpre(c2,smudge_color,smudge*fac*color.a*canvas);
  203. c2=spectral_mix_unpre(c2,c2*(1-fac*color.a),erasing*canvas);
  204. final=c2;
  205. return 1;
  206. }
  207. #ifndef saturate
  208. #define saturate(v) clamp(v, 0, 1)
  209. #endif
  210. const float HCV_EPSILON = 1e-10;
  211. const float HCY_EPSILON = 1e-10;
  212. vec3 hue_to_rgb(float hue){
  213. float R = abs(hue * 6 - 3) - 1;
  214. float G = 2 - abs(hue * 6 - 2);
  215. float B = 2 - abs(hue * 6 - 4);
  216. return saturate(vec3(R,G,B));
  217. }
  218. vec3 hcy_to_rgb(vec3 hcy){
  219. const vec3 HCYwts = vec3(0.299, 0.587, 0.114);
  220. vec3 RGB = hue_to_rgb(hcy.x);
  221. float Z = dot(RGB, HCYwts);
  222. if (hcy.z < Z) { hcy.y *= hcy.z / Z; }
  223. else if (Z < 1) { hcy.y *= (1 - hcy.z) / (1 - Z); }
  224. return (RGB - Z) * hcy.y + hcy.z;
  225. }
  226. vec3 rgb_to_hcv(vec3 rgb){
  227. // Based on work by Sam Hocevar and Emil Persson
  228. vec4 P = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0/3.0) : vec4(rgb.gb, 0.0, -1.0/3.0);
  229. vec4 Q = (rgb.r < P.x) ? vec4(P.xyw, rgb.r) : vec4(rgb.r, P.yzx);
  230. float C = Q.x - min(Q.w, Q.y);
  231. float H = abs((Q.w - Q.y) / (6 * C + HCV_EPSILON) + Q.z);
  232. return vec3(H, C, Q.x);
  233. }
  234. vec3 rgb_to_hcy(vec3 rgb){
  235. const vec3 HCYwts = vec3(0.299, 0.587, 0.114);
  236. // Corrected by David Schaeffer
  237. vec3 HCV = rgb_to_hcv(rgb);
  238. float Y = dot(rgb, HCYwts);
  239. float Z = dot(hue_to_rgb(HCV.x), HCYwts);
  240. if (Y < Z) { HCV.y *= Z / (HCY_EPSILON + Y); }
  241. else { HCV.y *= (1 - Z) / (HCY_EPSILON + 1 - Y); }
  242. return vec3(HCV.x, HCV.y, Y);
  243. }
  244. subroutine void BrushRoutines();
  245. subroutine(BrushRoutines) void DoDabs(){
  246. ivec2 px = ivec2(gl_GlobalInvocationID.xy)+uBrushCorner;
  247. if(px.x<0||px.y<0||px.x>1024||px.y>1024) return;
  248. vec2 fpx=vec2(px),origfpx=fpx;
  249. fpx=uBrushCenter+rotate(fpx-uBrushCenter,uBrushAngle);
  250. fpx.x=uBrushCenter.x+(fpx.x-uBrushCenter.x)*(1+uBrushSlender);
  251. float dd=distance(fpx,uBrushCenter); if(dd>uBrushSize) return;
  252. vec4 dabc=imageLoad(img, px);
  253. vec4 smudgec=pow(spectral_mix_unpre(pow(imageLoad(smudge_buckets,ivec2(1,0)),p1_22),pow(imageLoad(smudge_buckets,ivec2(0,0)),p1_22),uBrushRecentness),p22);
  254. vec4 final_color;
  255. dab(dd,origfpx,uBrushColor,uBrushSize,uBrushHardness,uBrushSmudge,smudgec,dabc,final_color);
  256. if(final_color.a>0){
  257. if(uBrushMix==0){ dabc=final_color; }
  258. else if(uBrushMix==1){ dabc.rgb=final_color.rgb/final_color.a*dabc.a;}
  259. else if(uBrushMix==2){ vec3 xyz=rgb_to_hcy(dabc.rgb); xyz.xy=rgb_to_hcy(final_color.rgb).xy; dabc.rgb=hcy_to_rgb(xyz); }
  260. else if(uBrushMix==3){ dabc.rgb=dabc.rgb+final_color.rgb*0.01;dabc.a=dabc.a*0.99+final_color.a*0.01; }
  261. imageStore(img, px, dabc);
  262. }
  263. }
  264. subroutine(BrushRoutines) void DoSample(){
  265. ivec2 p=ivec2(gl_GlobalInvocationID.xy);
  266. int DoSample=1; vec4 color;
  267. if(p.y==0){
  268. vec2 sp=round(vec2(sin(float(p.x)),cos(float(p.x)))*uBrushSize);
  269. ivec2 px=ivec2(sp)+uBrushCorner; if(px.x<0||px.y<0||px.x>=1024||px.y>=1024){ DoSample=0; }
  270. if(DoSample!=0){
  271. ivec2 b=uBrushCorner; if(b.x>=0&&b.y>=0&&b.x<1024&&b.y<1024){ imageStore(smudge_buckets,ivec2(128+32,0),imageLoad(img, b)); }
  272. color=imageLoad(img, px);
  273. imageStore(smudge_buckets,ivec2(p.x+128,0),color);
  274. }
  275. }else{DoSample=0;}
  276. memoryBarrier();barrier(); if(DoSample==0) return;
  277. if(uBrushErasing==0 || p.x!=0) return;
  278. color=vec4(0,0,0,0); for(int i=0;i<32;i++){ color=color+imageLoad(smudge_buckets, ivec2(i+128,0)); }
  279. color=spectral_mix_unpre(color/32,imageLoad(smudge_buckets, ivec2(128+32,0)),0.6*(1-uBrushColor.a)); vec4 oldcolor=imageLoad(smudge_buckets, ivec2(0,0));
  280. imageStore(smudge_buckets,ivec2(1,0),uBrushErasing==2?color:oldcolor);
  281. imageStore(smudge_buckets,ivec2(0,0),color);
  282. }
  283. subroutine uniform BrushRoutines uBrushRoutineSelection;
  284. void main() {
  285. uBrushRoutineSelection();
  286. }
  287. )";
  288. const char OUR_COMPOSITION_SHADER[]=R"(#version 430
  289. layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
  290. layout(rgba16, binding = 0) uniform image2D top;
  291. layout(rgba16, binding = 1) uniform image2D bottom;
  292. uniform int uBlendMode;
  293. uniform float uAlphaTop;
  294. uniform float uAlphaBottom;
  295. vec4 mix_over(vec4 colora, vec4 colorb){
  296. colora=colora*uAlphaTop/uAlphaBottom;
  297. vec4 c; c.a=colora.a+colorb.a*(1-colora.a);
  298. c.rgb=(colora.rgb+colorb.rgb*(1-colora.a));
  299. return c;
  300. }
  301. vec4 add_over(vec4 colora, vec4 colorb){
  302. colora=colora*uAlphaTop/uAlphaBottom;
  303. vec4 a=colora+colorb; a.a=clamp(a.a,0,1); return a;
  304. }
  305. void main() {
  306. ivec2 px=ivec2(gl_GlobalInvocationID.xy);
  307. vec4 c1=imageLoad(top,px); vec4 c2=imageLoad(bottom,px);
  308. vec4 c=(uBlendMode==0)?mix_over(c1,c2):add_over(c1,c2);
  309. imageStore(bottom,px,c);
  310. imageStore(top,px,vec4(0,0,0,0));
  311. }
  312. )";