I Made a Drawing Software From Scratch (C++ & OpenGL)

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  • čas přidán 2. 08. 2024
  • In the last month, I've been working on a drawing software from scratch using C++ and OpenGL.
    ✳ Project Repository: github.com/wassimcodes/Drawin...
    ✳ Github: github.com/wassimcodes
    ✳ Project Playlist: • Drawing Software Tutor...
    ✳ Sources I'm learning from:
    - LearnOpenGL
    - ChatGPT 3-5
    - Wikipedia
    - CZcams (The Cherno, FreeCodeCamp...)
    - Udemy
    =====================
    CHAPTERS
    0:00 Intro
    1:39 Window Setup
    1:53 Input
    2:37 Brush
    3:25 Rendering
    5:00 Colors (shaders)
    5:50 Fixing Bugs p.1
    6:38 User Interface
    7:04 Save as PNG
    7:52 Reset Feature
    8:15 Color Mode
    8:30 Fixing Bugs p.2
    9:06 Color Picker
    9:50 Brush Size Slider
    9:58 Software Icon (Logo)
    10:04 Showcase
    10:37 Outro
    =====================
    Music tracks:
    - • 20-Minute Focus Sound ...
    - "Savfk - Journey To The Stars" is under a Free To Use CZcams license / savfkmusic
    Music powered by BreakingCopyright: • ⭐ Copyright Free Epic ...
    #drawing #tutorial

Komentáře • 83

  • @IamWassim
    @IamWassim  Před 24 dny +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_ Před 18 dny

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

  • @RoyaltyInTraining.
    @RoyaltyInTraining. Před 23 dny +36

    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 Před 24 dny +79

    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 Před 24 dny +11

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

    • @gabrielecocchieri7588
      @gabrielecocchieri7588 Před 22 dny

      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 Před 22 dny +2

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

  • @girlazo2222
    @girlazo2222 Před 6 dny +1

    I'm glad youtube recommends channels like yours!

  • @conrad6071
    @conrad6071 Před 24 dny +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 Před 23 dny

      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 Před 22 dny

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

    • @urisinger3412
      @urisinger3412 Před 22 dny

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

  • @isaacgraphics1416
    @isaacgraphics1416 Před 18 dny +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

  • @midnightfuture
    @midnightfuture Před dnem

    Cool project, well done. I'm sure you learned a ton in the process!

  • @pixelreset1572
    @pixelreset1572 Před dnem

    Such a good training project, I read some comments before posting this one, and yeah, I think it would be better to do the drawing stuff within a material shader. I would recommend rendering the dots based on UV, determining if the mouse has been released in between frames and if not, you can draw 2 triangles (aka a rectangle) between the new and old circle, which is an insanely easy implementation :)

  • @yashkumarkasaudhan1354
    @yashkumarkasaudhan1354 Před 24 dny +3

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

  • @thegamingdudeonwindows7804

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

  • @ahmedabuharthieh579
    @ahmedabuharthieh579 Před 24 dny +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)

  • @nano-ai
    @nano-ai Před 24 dny

    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!

  • @akidanis6984
    @akidanis6984 Před 23 dny

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

  • @AnnasVirtual
    @AnnasVirtual Před 24 dny +7

    that text color brings back eclipse memories

  • @xCookiee
    @xCookiee Před 23 dny

    awesome video, please keep making vids! subbed

  • @samllea1
    @samllea1 Před 23 dny +2

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

  • @MartinWoad
    @MartinWoad Před 18 dny +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 Před 19 dny

    Awesome video!

  • @TinMetaverseYT
    @TinMetaverseYT Před 18 dny

    Good stuff!

  • @reflect_3
    @reflect_3 Před 24 dny

    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.

  • @jadBN
    @jadBN Před 24 dny

    Waw! Keep going!

  • @stof_-6785
    @stof_-6785 Před 24 dny

    nice work

  • @chapanharder
    @chapanharder Před 23 dny

    Nice bro.

  • @Cnastret
    @Cnastret Před 24 dny

    A very good video 👍

  • @slava6105
    @slava6105 Před 24 dny +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 Před 25 dny +2

    Seriously nice job! I'm amazed!

  • @Luzyvert
    @Luzyvert Před 24 dny +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 :>

  • @Vorono4ka
    @Vorono4ka Před 17 dny

    Really funny, I like this video

  • @isaac45896
    @isaac45896 Před 13 dny

    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

  • @jackcomas
    @jackcomas Před 23 dny +2

    Better than Adobe Photoshop

  • @lolcat69
    @lolcat69 Před 23 dny +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 Před 23 dny +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

  • @anon_y_mousse
    @anon_y_mousse Před 21 dnem

    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.

  • @rexoverwatch
    @rexoverwatch Před 22 dny

    very cool

  • @lolman-vb8ro
    @lolman-vb8ro Před 24 dny

    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++

  • @gabrielecocchieri7588
    @gabrielecocchieri7588 Před 24 dny +3

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

    • @IamWassim
      @IamWassim  Před 24 dny +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 Před 23 dny

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

    • @gabrielecocchieri7588
      @gabrielecocchieri7588 Před 23 dny

      you got a discord right?

  • @Cadknowledge
    @Cadknowledge Před 12 dny

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

  • @obedabit280
    @obedabit280 Před 24 dny +1

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

  • @Byynx
    @Byynx Před 4 dny

    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?

  • @abrarmasumabir3809
    @abrarmasumabir3809 Před 20 dny

    bro what drawing softare were you using at 3:11

  • @ganghumilde
    @ganghumilde Před 24 dny +1

    gg

  • @Fernando-du5uj
    @Fernando-du5uj Před 14 dny

    whats your msvc colorscheme?

  • @yonilaskov340
    @yonilaskov340 Před 22 dny

    how have you came to make this, figuring it out

  • @S.M_Gaming.
    @S.M_Gaming. Před 22 dny

    now made nodepad!!

  • @Kave-qp1yt
    @Kave-qp1yt Před 16 dny

    how can i install the program?

  • @MahmudulHasan-ld3nz
    @MahmudulHasan-ld3nz Před 22 dny

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

  • @LevitskiSRGE
    @LevitskiSRGE Před 22 dny

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

  • @jawadalamoush6112
    @jawadalamoush6112 Před 24 dny +1

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

  • @samarthtandale9121
    @samarthtandale9121 Před 23 dny

    You truely are genius bro !!! Subscribed!

  • @MED_Laaguidi
    @MED_Laaguidi Před 10 dny

    are you moroccan bro?

  • @akshatsingh9830
    @akshatsingh9830 Před 25 dny

    u have any discord or reddit community ?

  • @pedrodeazeredonogueira9661

    >from scrach
    >open GL

  • @michaelhawthorne5516
    @michaelhawthorne5516 Před 23 dny

    Your vector of vectors made me sad

  • @cvabds
    @cvabds Před 19 dny

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

  • @Mohammed_designer9
    @Mohammed_designer9 Před 5 dny

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

  • @airman122469
    @airman122469 Před 5 dny

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

  • @grevel1376
    @grevel1376 Před 23 dny +1

    storing each dot is a bad idea

  • @meninoesperto2773
    @meninoesperto2773 Před 24 dny

    Using Windows to program == Dislike