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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 int uCanvasType;
- uniform int uCanvasRandom;
- uniform float uCanvasFactor;
- uniform ivec2 uImageOffset;
- uniform ivec2 uBrushCorner;
- uniform vec2 uBrushCenter;
- uniform float uBrushSize;
- uniform float uBrushHardness;
- uniform float uBrushSmudge;
- uniform float uBrushSlender;
- uniform float uBrushAngle;
- uniform vec2 uBrushDirection;
- uniform float uBrushForce;
- uniform float uBrushGunkyness;
- 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_;
- }
- vec2 hash( vec2 p ){
- p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
- return -1.0 + 2.0*fract(sin(p)*43758.5453123);
- }
- float rand(vec2 co){
- return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
- }
- float noise(in vec2 p){ // from iq
- const float K1 = 0.366025404; // (sqrt(3)-1)/2;
- const float K2 = 0.211324865; // (3-sqrt(3))/6;
- vec2 i = floor( p + (p.x+p.y)*K1 );
- vec2 a = p - i + (i.x+i.y)*K2;
- float m = step(a.y,a.x);
- vec2 o = vec2(m,1.0-m);
- vec2 b = a - o + K2;
- vec2 c = a - 1.0 + 2.0*K2;
- vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
- vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
- return dot( n, vec3(70.0) );
- }
- #define HEIGHT_STRAND(x,y) abs(fract(x)-.5)<.48? \
- (.4+.2*sin(3.14*(y+ceil(x))))* \
- ((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
- #define PATTERN_CANVAS(x,y) \
- (max(HEIGHT_STRAND((x),(y)),HEIGHT_STRAND(-(y),(x))))
- float HEIGHT_CANVAS(float x,float y){
- if(uCanvasType == 1){
- return PATTERN_CANVAS(x,y);
- }else if(uCanvasType == 2){
- vec2 uv=vec2(x,y); float f; uv*=0.1; // from iq
- f = 0.2*noise( uv ); uv*=5.;
- f += 0.6*noise( uv ); uv*=3.;
- f += 0.5*noise( uv );
- f = 0.55 + 0.55*f;
- return pow(f,0.5);
- }
- return 1;
- }
- float SampleCanvas(vec2 U, vec2 dir,float rfac, float force, float gunky){
- if(uCanvasType==0 || abs(gunky-0.)<1e-2){ return rfac; }
- U+=vec2(uImageOffset); U/=20.3; U.x=U.x+rand(U)/10.; U.y=U.y+rand(U)/10.;
- 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.;
- U.x+=noise(_uv)*2.1; _uv = m*_uv; U.x+=noise(_uv)*0.71;
- _uv.y+=365.404;
- U.y+=noise(_uv)*1.9; _uv = m*_uv; U.y+=noise(_uv)*0.83;
-
- float d=0.1;
- float h=HEIGHT_CANVAS(U.x,U.y);
- float hr=HEIGHT_CANVAS(U.x+d,U.y);
- float hu=HEIGHT_CANVAS(U.x,U.y+d);
- 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);
- float useforce=force*rfac;
- float scrape=dot(normalize(vz),vec3(-normalize(dir).xy,0))*mix(0.3,1.,useforce);
- float top=h-(1.-pow(useforce,1.5)*2); float tophard=smoothstep(0.4,0.6,top);
- float fac=(gunky>=0.)?mix(mix(1.,top,gunky),tophard,gunky):mix(1.,1.-h,-gunky*0.8);
- fac=max(fac,scrape*clamp(gunky,0,1));
- fac=clamp(fac,0,1);
- fac*=rfac;
- return mix(rfac,fac,uCanvasFactor);
- }
- 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, vec2 fpx, 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));
- float canvas=SampleCanvas(fpx,uBrushDirection,fac,uBrushForce,uBrushGunkyness);
- cc.a=color.a*canvas*(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*canvas);
- c2=mix_over(cc,c2);
- //vec4 c2=mix_over(cc,last_color);
- //c2=spectral_mix_unpre(c2,smudge_color,smudge*fac*color.a*canvas);
- c2=spectral_mix_unpre(c2,c2*(1-fac*color.a),erasing*canvas);
- 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),origfpx=fpx;
- 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,origfpx,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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