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