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- /*
- * Our Paint: A light weight GPU powered painting program.
- * Copyright (C) 2022-2023 Wu Yiming
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "ourpaint.h"
- const char OUR_CANVAS_SHADER[]=R"(#version 430
- layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
- layout(rgba16, binding = 0) uniform image2D img;
- layout(rgba16, binding = 1) coherent uniform image2D smudge_buckets;
- uniform ivec2 uBrushCorner;
- uniform vec2 uBrushCenter;
- uniform float uBrushSize;
- uniform float uBrushHardness;
- uniform float uBrushSmudge;
- uniform float uBrushSlender;
- uniform float uBrushAngle;
- uniform float uBrushRecentness;
- uniform vec4 uBrushColor;
- uniform vec4 uBackgroundColor;
- uniform int uBrushErasing;
- const vec4 p1_22=vec4(1.0/2.2,1.0/2.2,1.0/2.2,1.0/2.2);
- const vec4 p22=vec4(2.2,2.2,2.2,2.2);
- const float WGM_EPSILON=0.001f;
- const float T_MATRIX_SMALL[3][10] = {{0.026595621243689,0.049779426257903,0.022449850859496,-0.218453689278271
- ,-0.256894883201278,0.445881722194840,0.772365886289756,0.194498761382537
- ,0.014038157587820,0.007687264480513}
- ,{-0.032601672674412,-0.061021043498478,-0.052490001018404
- ,0.206659098273522,0.572496335158169,0.317837248815438,-0.021216624031211
- ,-0.019387668756117,-0.001521339050858,-0.000835181622534}
- ,{0.339475473216284,0.635401374177222,0.771520797089589,0.113222640692379
- ,-0.055251113343776,-0.048222578468680,-0.012966666339586
- ,-0.001523814504223,-0.000094718948810,-0.000051604594741}};
- const float spectral_r_small[10] = {0.009281362787953,0.009732627042016,0.011254252737167,0.015105578649573
- ,0.024797924177217,0.083622585502406,0.977865045723212,1.000000000000000
- ,0.999961046144372,0.999999992756822};
- const float spectral_g_small[10] = {0.002854127435775,0.003917589679914,0.012132151699187,0.748259205918013
- ,1.000000000000000,0.865695937531795,0.037477469241101,0.022816789725717
- ,0.021747419446456,0.021384940572308};
- const float spectral_b_small[10] = {0.537052150373386,0.546646402401469,0.575501819073983,0.258778829633924
- ,0.041709923751716,0.012662638828324,0.007485593127390,0.006766900622462
- ,0.006699764779016,0.006676219883241};
- void rgb_to_spectral (vec3 rgb, out float spectral_[10]) {
- float offset = 1.0 - WGM_EPSILON;
- float r = rgb.r * offset + WGM_EPSILON;
- float g = rgb.g * offset + WGM_EPSILON;
- float b = rgb.b * offset + WGM_EPSILON;
- float spec_r[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;}
- float spec_g[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;}
- float spec_b[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;}
- for (int i=0; i<10; i++) {spectral_[i] = spec_r[i] + spec_g[i] + spec_b[i];}
- }
- vec3 spectral_to_rgb (float spectral[10]) {
- float offset = 1.0 - WGM_EPSILON;
- // We need this tmp. array to allow auto vectorization. <-- How about on GPU?
- float tmp[3] = {0,0,0};
- for (int i=0; i<10; i++) {
- tmp[0] += T_MATRIX_SMALL[0][i] * spectral[i];
- tmp[1] += T_MATRIX_SMALL[1][i] * spectral[i];
- tmp[2] += T_MATRIX_SMALL[2][i] * spectral[i];
- }
- vec3 rgb_;
- for (int i=0; i<3; i++) {rgb_[i] = clamp((tmp[i] - WGM_EPSILON) / offset, 0.0f, 1.0f);}
- return rgb_;
- }
- subroutine vec4 MixRoutines(vec4 a, vec4 b, float fac_a);
- subroutine(MixRoutines) vec4 DoMixNormal(vec4 a, vec4 b, float fac_a){
- return mix(a,b,1-fac_a);
- }
- subroutine(MixRoutines) vec4 DoMixSpectral(vec4 a, vec4 b, float fac_a){
- vec4 result = vec4(0,0,0,0);
- result.a=mix(a.a,b.a,1-fac_a);
- float spec_a[10] = {0,0,0,0,0,0,0,0,0,0}; rgb_to_spectral(a.rgb, spec_a);
- float spec_b[10] = {0,0,0,0,0,0,0,0,0,0}; rgb_to_spectral(b.rgb, spec_b);
- float spectralmix[10] = {0,0,0,0,0,0,0,0,0,0};
- for (int i=0; i < 10; i++) { spectralmix[i] = pow(spec_a[i], fac_a) * pow(spec_b[i], 1-fac_a); }
- result.rgb=spectral_to_rgb(spectralmix);
- return result;
- }
- subroutine uniform MixRoutines uMixRoutineSelection;
- vec4 spectral_mix(vec4 a, vec4 b, float fac_a){
- return uMixRoutineSelection(a,b,fac_a);
- }
- vec4 spectral_mix_unpre(vec4 colora, vec4 colorb, float fac){
- vec4 ca=(colora.a==0)?colora:vec4(colora.rgb/colora.a,colora.a);
- vec4 cb=(colorb.a==0)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
- float af=colora.a*(1-fac);
- float aa=af/(af+fac*colorb.a+0.000001);
- vec4 result=spectral_mix(ca,cb,aa);
- result.a=mix(colora.a,colorb.a,fac);
- return vec4(result.rgb*result.a,result.a);
- }
- float atan2(in float y, in float x){
- bool s = (abs(x) > abs(y)); return mix(3.1415926535/2.0 - atan(x,y), atan(y,x), s);
- }
- vec2 rotate(vec2 v, float angle) {
- float s = sin(angle); float c = cos(angle);
- return mat2(c,-s,s,c) * v;
- }
- float brightness(vec4 color) {
- return color.r*0.2126+color.b*0.7152+color.g*0.0722;
- }
- vec4 mix_over(vec4 colora, vec4 colorb){
- vec4 a=(colora.a==0)?colora:vec4(colora.rgb/colora.a,colora.a);
- vec4 b=(colorb.a==0)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
- vec4 m=vec4(0,0,0,0); float aa=colora.a/(colora.a+(1-colora.a)*colorb.a+0.0001);
- m=spectral_mix(a,b,aa);
- m.a=colora.a+colorb.a*(1-colora.a);
- m=vec4(m.rgb*m.a,m.a);
- return m;
- }
- int dab(float d, vec4 color, float size, float hardness, float smudge, vec4 smudge_color, vec4 last_color, out vec4 final){
- vec4 cc=color;
- float fac=1-pow(d/size,1+1/(1-hardness+1e-4));
- cc.a=color.a*fac*(1-smudge); cc.rgb=cc.rgb*cc.a;
- float erasing=float(uBrushErasing);
- cc=cc*(1-erasing);
- // this looks better than the one commented out below
- vec4 c2=spectral_mix_unpre(last_color,smudge_color,smudge*fac*color.a);
- c2=mix_over(cc,c2);
- //vec4 c2=mix_over(cc,last_color);
- //c2=spectral_mix_unpre(c2,smudge_color,smudge*fac*color.a);
- c2=spectral_mix_unpre(c2,c2*(1-fac*color.a),erasing);
- final=c2;
- return 1;
- }
- subroutine void BrushRoutines();
- subroutine(BrushRoutines) void DoDabs(){
- ivec2 px = ivec2(gl_GlobalInvocationID.xy)+uBrushCorner;
- if(px.x<0||px.y<0||px.x>1024||px.y>1024) return;
- vec2 fpx=vec2(px);
- fpx=uBrushCenter+rotate(fpx-uBrushCenter,uBrushAngle);
- fpx.x=uBrushCenter.x+(fpx.x-uBrushCenter.x)*(1+uBrushSlender);
- float dd=distance(fpx,uBrushCenter); if(dd>uBrushSize) return;
- vec4 dabc=imageLoad(img, px);
- 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);
- vec4 final_color;
- dab(dd,uBrushColor,uBrushSize,uBrushHardness,uBrushSmudge,smudgec,dabc,final_color);
- dabc=final_color;
- imageStore(img, px, dabc);
- }
- subroutine(BrushRoutines) void DoSample(){
- ivec2 p=ivec2(gl_GlobalInvocationID.xy);
- int DoSample=1; vec4 color;
- if(p.y==0){
- vec2 sp=round(vec2(sin(float(p.x)),cos(float(p.x)))*uBrushSize);
- ivec2 px=ivec2(sp)+uBrushCorner; if(px.x<0||px.y<0||px.x>=1024||px.y>=1024){ DoSample=0; }
- if(DoSample!=0){
- 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)); }
- color=imageLoad(img, px);
- imageStore(smudge_buckets,ivec2(p.x+128,0),color);
- }
- }else{DoSample=0;}
- memoryBarrier();barrier(); if(DoSample==0) return;
- if(uBrushErasing==0 || p.x!=0) return;
- color=vec4(0,0,0,0); for(int i=0;i<32;i++){ color=color+imageLoad(smudge_buckets, ivec2(i+128,0)); }
- 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));
- imageStore(smudge_buckets,ivec2(1,0),uBrushErasing==2?color:oldcolor);
- imageStore(smudge_buckets,ivec2(0,0),color);
- }
- subroutine uniform BrushRoutines uBrushRoutineSelection;
- void main() {
- uBrushRoutineSelection();
- }
- )";
- const char OUR_COMPOSITION_SHADER[]=R"(#version 430
- layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
- layout(rgba16, binding = 0) uniform image2D top;
- layout(rgba16, binding = 1) uniform image2D bottom;
- uniform int uBlendMode;
- uniform float uAlphaTop;
- uniform float uAlphaBottom;
- vec4 mix_over(vec4 colora, vec4 colorb){
- colora=colora*uAlphaTop/uAlphaBottom;
- vec4 c; c.a=colora.a+colorb.a*(1-colora.a);
- c.rgb=(colora.rgb+colorb.rgb*(1-colora.a));
- return c;
- }
- vec4 add_over(vec4 colora, vec4 colorb){
- colora=colora*uAlphaTop/uAlphaBottom;
- vec4 a=colora+colorb; a.a=clamp(a.a,0,1); return a;
- }
- void main() {
- ivec2 px=ivec2(gl_GlobalInvocationID.xy);
- vec4 c1=imageLoad(top,px); vec4 c2=imageLoad(bottom,px);
- vec4 c=(uBlendMode==0)?mix_over(c1,c2):add_over(c1,c2);
- imageStore(bottom,px,c);
- imageStore(top,px,vec4(0,0,0,0));
- }
- )";
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