Implementation of stippling in GLSL image shader and use in Mixing

Source. Creation of Mxing circle texture.
This commit is contained in:
brunoherbelin
2020-04-23 21:49:42 +02:00
parent 60345958e4
commit 9b3eba8d1e
12 changed files with 118 additions and 17 deletions

View File

@@ -3,14 +3,20 @@
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// memmove
#include <string.h>
#include "defines.h"
#include "View.h"
#include "Source.h"
#include "Primitives.h"
#include "Resource.h"
#include "Mesh.h"
#include "FrameBuffer.h"
#include "Log.h"
#define CIRCLE_PIXELS 64
#define CIRCLE_PIXEL_RADIUS 1024.0
View::View()
{
@@ -24,8 +30,12 @@ void View::update(float dt)
MixingView::MixingView() : View()
{
// default settings
scene.root()->scale_ = glm::vec3(1.4, 1.4, 1.0);
// Mixing scene
Mesh *disk = new Mesh("mesh/disk.ply", "images/transparencygrid.png");
Mesh *disk = new Mesh("mesh/disk.ply");
disk->setTexture(textureMixingQuadratic());
backgound_.addChild(disk);
glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f );
@@ -104,6 +114,55 @@ void MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s)
}
uint MixingView::textureMixingQuadratic()
{
static GLuint texid = 0;
if (texid == 0) {
// generate the texture with alpha exactly as computed for sources
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
GLubyte matrix[CIRCLE_PIXELS*CIRCLE_PIXELS * 4];
GLubyte color[4] = {0,0,0,0};
GLfloat luminance = 1.f;
GLfloat alpha = 0.f;
GLfloat distance = 0.f;
int l = -CIRCLE_PIXELS / 2 + 1, c = 0;
for (int i = 0; i < CIRCLE_PIXELS / 2; ++i) {
c = -CIRCLE_PIXELS / 2 + 1;
for (int j=0; j < CIRCLE_PIXELS / 2; ++j) {
// distance to the center
distance = (GLfloat) ((c * c) + (l * l)) / CIRCLE_PIXEL_RADIUS;
// luminance
luminance = 255.f * CLAMP( 0.95f - 0.8f * distance, 0.f, 1.f);
color[0] = color[1] = color[2] = static_cast<GLubyte>(luminance);
// alpha
alpha = 255.f * CLAMP( 1.f - distance , 0.f, 1.f);
color[3] = static_cast<GLubyte>(alpha);
// 1st quadrant
memmove(&matrix[ j * 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
// 4nd quadrant
memmove(&matrix[ (CIRCLE_PIXELS -j -1)* 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
// 3rd quadrant
memmove(&matrix[ j * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
// 4th quadrant
memmove(&matrix[ (CIRCLE_PIXELS -j -1) * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
++c;
}
++l;
}
// two components texture : luminance and alpha
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CIRCLE_PIXELS, CIRCLE_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, (float *) matrix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
return texid;
}
RenderView::RenderView() : View(), frame_buffer_(nullptr)
{
setResolution(1280, 720);