КОМЕНТАРІ •

  • @IamWassim
    @IamWassim 21 день тому +22

    Hey everyone,
    Rather than responding to each comment individually, I thought it would be more efficient to summarize everything here:
    First off, thank you so much for your support and kind words. I especially appreciate those of you who suggested new approaches to improve the project. I'm taking notes on all the suggestions and learning a lot from you, so thank you!
    Secondly, some know-it-all comments have been deleted because they were disrespectful. Please if you want to help, choose your words wisely.

    • @Alceste_
      @Alceste_ 16 днів тому

      But where is the Scratch code? That's false advertising! :'(

  • @RoyaltyInTraining.
    @RoyaltyInTraining. 21 день тому +35

    I see a lot of problems here. First of all, as others have pointed out already, you should immediately render all brush strokes that occurred between two frames into a separate framebuffer, then display that framebuffer in the UI without clearing it between frames. That way it acts as an accumulator, and you can stop redrawing all previous brush strokes for every new frame.
    Instead of using lots of polygons to make circular shapes, I'd use a square or a very low poly circular shape, and then perform a check inside the fragment shader if the current fragment is inside the shape or not (using the formula x^2 + y^2

  • @vicenteeduardo5598
    @vicenteeduardo5598 21 день тому +78

    I don't think it is very good to draw a bunch of circles into the canvas, if you are going for a vector drawing the it is better to make a shape out of point and the generate a path filled, but if it is only a canvas as you said, then it would be better drawing the result to a texture and then you only need to render each circle into the texture once and you won't have the color pallet problem anymore

    • @SteffenF
      @SteffenF 21 день тому +11

      the fps drop is huge. your solution would fix that as well 😁

    • @gabrielecocchieri7588
      @gabrielecocchieri7588 19 днів тому

      yeah isnt he making a draw call for each small circle? still an awesome job, when speaking about c++ and especially OpenGL/graphics programming every step forward is so hard.

    • @graphics_gurunt
      @graphics_gurunt 19 днів тому +2

      Yeah he should have the texture as a buffer and then manipulate that buffer directly whenever he draws something

  • @girlazo2222
    @girlazo2222 3 дні тому +1

    I'm glad youtube recommends channels like yours!

  • @conrad6071
    @conrad6071 21 день тому +18

    I'm also new to OpenGL, I think you should use a shader to draw into a off-screen texture(FBO), copy that texture and feed it to shader next frame, so that its content accumulated.
    Maybe different shader for different brush (shapes and image).
    The saving problem will gone because you're using FBO.
    And your frame rate will barely drop.

    • @Derker2002
      @Derker2002 20 днів тому

      or create a quad with texture and draw on texture, so you can specify the resolution and have multiple "papers" to draw on. It will be much more efficient than drawing a bunch of triangles.

    • @Alik-Green
      @Alik-Green 19 днів тому

      I would use a compute shader to draw to an image texture and then draw that image texture to the screen.

    • @urisinger3412
      @urisinger3412 19 днів тому

      no need for a diffrent shader, he can just store brushes as an image/bitmap and draw it every time

  • @nano-ai
    @nano-ai 22 дні тому

    very nice video! i love the editing quality.i've tried learning opengl but i've had to scrap it each time. this video motivated me to give it another shot!

  • @ahmedabuharthieh579
    @ahmedabuharthieh579 21 день тому +5

    Great Video. Quick note: Instead of interpolating between prev mouse position then drawing many circles, you could try drawing a line between the two points (you would have to draw the line as a quad to allow for any thickness of line)

  • @isaacgraphics1416
    @isaacgraphics1416 15 днів тому +3

    This is a cool video, I'm grateful you talked a bit about some of the basic starting steps, that's pretty uncommon in these kinds of videos

  • @yashkumarkasaudhan1354
    @yashkumarkasaudhan1354 22 дні тому +3

    what a good way to describe your project in a fun and interesting way

  • @akidanis6984
    @akidanis6984 21 день тому

    Great vid! I love how the more lines you draw the fps gets lower lol.
    Keep up the good stuff ;0

  • @thegamingdudeonwindows7804
    @thegamingdudeonwindows7804 22 дні тому +4

    I was lokey surprised at 0:40 this is really good quality keep it up g👍

  • @xCookiee
    @xCookiee 21 день тому

    awesome video, please keep making vids! subbed

  • @MartinWoad
    @MartinWoad 15 днів тому +2

    The problem is that by importing windows.h you've basically tied your program to Windows forever, until you go back to the lines of code you've written that are utilizing it and rewrite them or someone uses Wine. I would have personally abstracted that layer and instead and made a class for each platform that would then handle the logic for each OS. Or otherwise.

  • @htnguyenpanda
    @htnguyenpanda 17 днів тому

    Awesome video!

  • @jadBN
    @jadBN 22 дні тому

    Waw! Keep going!

  • @TinMetaverseYT
    @TinMetaverseYT 16 днів тому

    Good stuff!

  • @samllea1
    @samllea1 20 днів тому +2

    YOU MADE MY GOOGLE GO OFF AT 12 IN THE MORNING 😭

  • @reflect_3
    @reflect_3 22 дні тому

    Amazing work. I know this is a summary video, it would be great if you made a walk through version explaining everything step by step.

  • @AnnasVirtual
    @AnnasVirtual 21 день тому +7

    that text color brings back eclipse memories

  • @chapanharder
    @chapanharder 20 днів тому

    Nice bro.

  • @Vorono4ka
    @Vorono4ka 14 днів тому

    Really funny, I like this video

  • @stof_-6785
    @stof_-6785 21 день тому

    nice work

  • @rexoverwatch
    @rexoverwatch 20 днів тому

    very cool

  • @Cnastret
    @Cnastret 21 день тому

    A very good video 👍

  • @Luzyvert
    @Luzyvert 21 день тому +1

    cool video, you should try adding vsync so that the gpu doesn't do more work than it needs to. vsync will allow the app to only render the frames that can be displayed on the user's screen, additionally you could set a hard limit like 200 fps as well in case people have vsync forced off in their gpu's control panel. Maybe you could also look at allowing multiple users to draw on the same canvas over the network just for the experience. have fun with it :>

  • @anon_y_mousse
    @anon_y_mousse 18 днів тому

    I still remember my first drawing program. I used MFC and drew directly on a window canvas. It was garbage and I quit working on it after I got it working, but maybe I should revisit the idea since that was back when I was using Win98.

  • @slava6105
    @slava6105 21 день тому +1

    Good project you're developing 👍.
    AFAIK ImGui draws as another layer (pass) and can be turned off by some means.
    With you solution (saving whatever is already rendered to a file) I would try either to get a shot of only a canvas layer or disable imgui for a small period of time (with lock of user control for extra safety) to get only the canvas. I personally prefer the first but whatever is working will be good.
    Other things to consider:
    OS-specific libraries in general applications is the last resort. You either don't want to extend the application to other platforms or you have no ability to (e.g. windows tweaker is already bound to windows).
    You mentioned getting "ascii code from keypress" or so - unicode support is a valuable application feature and if you have ability to add it (if you plan on displaying/entering text in your program) it would be nice to do.
    After unicode support comes translation and other stuff (l10n, i18n) - a hard thing to do but it gets harder to add as the time passes.

  • @Orsonster
    @Orsonster 23 дні тому +2

    Seriously nice job! I'm amazed!

    • @IamWassim
      @IamWassim 22 дні тому

      thanks means a lot!!

  • @lolcat69
    @lolcat69 21 день тому +1

    Store the colors in the vertices, and instead if drawing a circle that way only use 4 vertices, make a square and draw a circle with shader code

    • @lolcat69
      @lolcat69 21 день тому +1

      Or, make a "canvas" buffer that lives on the CPU and draw pixels to that, then you send it to de GPU with OpenGL to render it, so you don't have to deal with shaders that much and you will have a constant size of objects for the drawing

  • @isaac45896
    @isaac45896 10 днів тому

    Nice video. the fps in your app goes down fast maybe because of using a lot of draw calls, you should look for some videos about batch rendering, secondly, to gain in performance : use squares vertex instead of circles vertex then just apply a circle shader or texture to simulate the circle stroke. that's all what i can say

  • @lolman-vb8ro
    @lolman-vb8ro 22 дні тому

    great video, how'd you get started with c++, I currently am really good at python but want to branch out to higher level compiled languages like c++

  • @obedabit280
    @obedabit280 21 день тому +1

    Have you noticed that the FPS is dropping too much when you draw a lot on the canvas?

  • @jackcomas
    @jackcomas 20 днів тому +2

    Better than Adobe Photoshop

  • @Cadknowledge
    @Cadknowledge 10 днів тому

    can you make something like manim with good UI in c++ ?

  • @yonilaskov340
    @yonilaskov340 19 днів тому

    how have you came to make this, figuring it out

  • @Kave-qp1yt
    @Kave-qp1yt 14 днів тому

    how can i install the program?

  • @gabrielecocchieri7588
    @gabrielecocchieri7588 21 день тому +3

    that is really cool, why didn't you add the possibility to use multiple colors in the same drawing?

    • @IamWassim
      @IamWassim 21 день тому +2

      Great question! I initially considered adding a feature for multiple colors, but then I thought about transforming the software into a game. The idea is to create a game based on machine learning, where it asks you to draw items like a blue car, a yellow house and stuff like that... then it rates your drawing on a scale of 1 - 10 for accuracy. Because of this, implementing multiple colors seemed less important at the time. However, I plan to add it in future updates.

    • @gabrielecocchieri7588
      @gabrielecocchieri7588 21 день тому

      ok, maybe i missed the part where you say this in the video

    • @gabrielecocchieri7588
      @gabrielecocchieri7588 21 день тому

      you got a discord right?

  • @Byynx
    @Byynx 2 дні тому

    When you freely draw are you creating a new vertex object for each point you make or do you have a single VBO with the size of the APP and you just work pixel by pixel in the fragment shader?

  • @jawadalamoush6112
    @jawadalamoush6112 21 день тому +1

    Alsalam Alaikum Akhi. High quality video, Good job! earned a subscriber man. much love

  • @abrarmasumabir3809
    @abrarmasumabir3809 17 днів тому

    bro what drawing softare were you using at 3:11

  • @Fernando-du5uj
    @Fernando-du5uj 11 днів тому

    whats your msvc colorscheme?

  • @ganghumilde
    @ganghumilde 21 день тому +1

    gg

  • @MahmudulHasan-ld3nz
    @MahmudulHasan-ld3nz 20 днів тому

    bro what drawing softare were you using at 3:11?

  • @S.M_Gaming.
    @S.M_Gaming. 19 днів тому

    now made nodepad!!

  • @LevitskiSRGE
    @LevitskiSRGE 19 днів тому

    Now ask yourself, what problem do you want to solve?

  • @samarthtandale9121
    @samarthtandale9121 21 день тому

    You truely are genius bro !!! Subscribed!

  • @akshatsingh9830
    @akshatsingh9830 23 дні тому

    u have any discord or reddit community ?

  • @cvabds
    @cvabds 17 днів тому

    I bet you can't do that on templeOS, I will only subscribe if you like this and confirm you will do that

  • @MED_Laaguidi
    @MED_Laaguidi 7 днів тому

    are you moroccan bro?

  • @michaelhawthorne5516
    @michaelhawthorne5516 21 день тому

    Your vector of vectors made me sad

  • @pedrodeazeredonogueira9661
    @pedrodeazeredonogueira9661 8 днів тому

    >from scrach
    >open GL

  • @airman122469
    @airman122469 2 дні тому

    “From scratch… with OpenGL”
    Ummmmmm… if you’re not going directly to the frame buffer it’s not “from scratch,” not really anyway.

  • @Mohammed_designer9
    @Mohammed_designer9 2 дні тому

    Why you write std::cout ?? You can write just cout, using namespace std;

  • @grevel1376
    @grevel1376 20 днів тому +1

    storing each dot is a bad idea

  • @meninoesperto2773
    @meninoesperto2773 21 день тому

    Using Windows to program == Dislike