split transform into cut and copy commands and implement history

This commit is contained in:
2018-11-25 22:14:50 +01:00
parent 0d0cd3db7f
commit 0685155a45
5 changed files with 204 additions and 45 deletions

View File

@@ -451,6 +451,13 @@ void CanvasModeMaskFree::leave()
// m_points.clear();
}
void CanvasModeMaskFree::clear()
{
m_points.clear();
m_points2d.clear();
m_shape.clear();
}
void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
static glm::vec2 oldpos;
@@ -849,9 +856,21 @@ void CanvasModeTransform::init()
void CanvasModeTransform::enter()
{
for (int i = 0; i < 6; i++)
{
m_shape[i].clear();
m_points_face[i].clear();
m_shape[i].clear();
}
if (m_action == ActionType::Import)
{
return;
}
auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
canvas->m_smask_active = false;
auto points = std::move(m->m_points2d);
auto points = m->m_points2d;
glm::vec2 bb_min(FLT_MAX);
glm::vec2 bb_max(-FLT_MAX);
@@ -881,11 +900,11 @@ void CanvasModeTransform::enter()
auto shape2d = poly_intersect(points, face);
if (shape2d.size() < 3)
{
m_shape[plane].update_vertices(nullptr, 0);
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
std::vector<vertex_t> shape3d;
shape3d.reserve(shape2d.size());
m_points_face[plane].reserve(shape2d.size());
glm::vec2 bb_min(canvas->m_size);
glm::vec2 bb_max(0, 0);
for (auto p2d : shape2d)
@@ -893,7 +912,10 @@ void CanvasModeTransform::enter()
p2d.y = canvas->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(canvas->m_box)) * 2.f - 1.f);
auto p3d_plane = canvas->m_plane_unproject[plane] * glm::vec4(p2d_clip, 0, 1);
auto p2d_plane = (-xy(p3d_plane) / p3d_plane.z);
auto p3d_norm = -p3d_plane / p3d_plane.z;
if (p3d_norm.w < 0)
continue;
auto p2d_plane = xy(p3d_norm);
auto p2d_plane_raster = (p2d_plane * 0.5f + 0.5f) * canvas->m_size;
auto p3d_world = canvas->m_plane_transform[plane] * glm::vec4(p2d_plane, -1, 1);
bb_min = glm::min(bb_min, p2d_plane_raster);
@@ -905,17 +927,25 @@ void CanvasModeTransform::enter()
vertex_t v;
v.pos = glm::vec4(xyz(p3d_world), 1);
v.uvs = p2d_plane_raster;
shape3d.push_back(v);
m_points_face[plane].push_back(v);
}
if (m_points_face[plane].size() < 3)
{
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
auto bb_sz = bb_max - bb_min;
for (auto& v : shape3d)
for (auto& v : m_points_face[plane])
{
v.uvs2 = v.uvs / canvas->m_size;
v.uvs = (v.uvs - bb_min) / bb_sz;
v.pos = center_mat * v.pos;
}
shape3d = canvas->triangulate(shape3d);
auto shape3d = canvas->triangulate(m_points_face[plane]);
m_shape[plane].update_vertices(shape3d.data(), shape3d.size());
canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane].bindFramebuffer();
@@ -926,37 +956,89 @@ void CanvasModeTransform::enter()
canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane].unbindFramebuffer();
}
auto& layer = canvas->m_layers[canvas->m_current_layer_idx];
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
glViewport(0, 0, layer.w, layer.h);
bool depth = glIsEnabled(GL_DEPTH_TEST);
bool blend = glIsEnabled(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 0 });
for (int i = 0; i < 6; i++)
if (m_action == ActionType::Cut)
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * plane_camera * m_xform * m_xform_local);
layer.m_rtt[i].bindFramebuffer();
for (int j = 0; j < 6; j++)
m_shape[j].draw_fill();
auto& layer = canvas->m_layers[canvas->m_current_layer_idx];
layer.m_rtt[i].unbindFramebuffer();
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
glViewport(0, 0, layer.w, layer.h);
bool depth = glIsEnabled(GL_DEPTH_TEST);
bool blend = glIsEnabled(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 0 });
auto action = new ui::ActionStroke;
action->was_saved = !canvas->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
auto mvp = proj * plane_camera * m_xform * m_xform_local;
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, mvp);
layer.m_rtt[i].bindFramebuffer();
glm::vec2 bb_min(canvas->m_size);
glm::vec2 bb_max(0, 0);
for (int j = 0; j < 6; j++)
{
for (auto p : m_points_face[j])
{
auto p_clip = mvp * p.pos;
auto p_norm = p_clip / p_clip.z;
if (p_clip.w < 0 || glm::any(glm::greaterThan(glm::abs(xy(p_norm)), { 1, 1 })))
continue;
auto p_raster = (xy(p_norm) * 0.5f + 0.5f) * canvas->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(canvas->m_size, glm::max(bb_max, p_raster));
}
}
glm::vec2 pad(2);
bb_min = glm::max({ 0, 0 }, glm::floor(bb_min) - pad);
bb_max = glm::min(canvas->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (bb_sz.x <= 0.f || bb_sz.y <= 0.f)
{
layer.m_rtt[i].unbindFramebuffer();
continue;
}
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
action->m_box[i] = { bb_min, bb_max };
action->m_old_box[i] = layer.m_dirty_box[i];
action->m_old_dirty[i] = layer.m_dirty_face[i];
layer.m_dirty_face[i] = true;
layer.m_dirty_box[i] = {
glm::min(xy(layer.m_dirty_box[i]), bb_min),
glm::max(zw(layer.m_dirty_box[i]), bb_max),
};
for (int j = 0; j < 6; j++)
m_shape[j].draw_fill();
layer.m_rtt[i].unbindFramebuffer();
}
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
action->m_layer_idx = canvas->m_current_layer_idx;
action->m_canvas = canvas;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
}
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
}
void CanvasModeTransform::leave()
@@ -989,16 +1071,58 @@ void CanvasModeTransform::leave()
canvas->m_sampler_bg.bind(1);
canvas->m_sampler_bg.bind(0);
auto action = new ui::ActionStroke;
action->was_saved = !canvas->m_unsaved;
for (int i = 0; i < 6; i++)
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * plane_camera * m_xform * m_xform_local);
auto plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
auto mvp = proj * plane_camera * m_xform * m_xform_local;
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, mvp);
layer.m_rtt[i].bindFramebuffer();
glm::vec2 bb_min(canvas->m_size);
glm::vec2 bb_max(0, 0);
for (int j = 0; j < 6; j++)
{
for (auto p : m_points_face[j])
{
auto p_clip = mvp * p.pos;
auto p_norm = p_clip / p_clip.z;
if (p_clip.w < 0 || glm::any(glm::greaterThan(glm::abs(xy(p_norm)), { 1, 1 })))
continue;
auto p_raster = (xy(p_norm) * 0.5f + 0.5f) * canvas->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(canvas->m_size, glm::max(bb_max, p_raster));
}
}
glm::vec2 pad(2);
bb_min = glm::max({ 0, 0 }, glm::floor(bb_min) - pad);
bb_max = glm::min(canvas->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (bb_sz.x <= 0.f || bb_sz.y <= 0.f)
{
layer.m_rtt[i].unbindFramebuffer();
continue;
}
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
action->m_box[i] = { bb_min, bb_max };
action->m_old_box[i] = layer.m_dirty_box[i];
action->m_old_dirty[i] = layer.m_dirty_face[i];
layer.m_dirty_face[i] = true;
layer.m_dirty_box[i] = {
glm::min(xy(layer.m_dirty_box[i]), bb_min),
glm::max(zw(layer.m_dirty_box[i]), bb_max),
};
glActiveTexture(GL_TEXTURE0);
canvas->m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, canvas->m_width, canvas->m_height);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, bb_min.x, bb_min.y, bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
glActiveTexture(GL_TEXTURE1);
for (int j = 0; j < 6; j++)
@@ -1013,6 +1137,14 @@ void CanvasModeTransform::leave()
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
action->m_layer_idx = canvas->m_current_layer_idx;
action->m_canvas = canvas;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
//auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
//m->clear();
}
void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
@@ -1043,11 +1175,21 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
auto c2d = ((xy(c) / c.z) * 0.5f + 0.5f) * zw(canvas->m_box);
auto c3d = c / c.z;
if (c3d.w < 0)
continue;
auto c2d = (xy(c3d) * 0.5f + 0.5f) * zw(canvas->m_box);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(10.f)));
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, i == corner_hl ? 1.f : .5f });
// draw inside
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 1, 1, 1, i == corner_hl ? 1.f : .1f });
m_circle.draw_fill();
// draw black border
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
m_circle.draw_stroke();
}
if (depth) glEnable(GL_DEPTH_TEST);