remove ui namespace which is not really used, move CameraData in camera_modes.h to avoid the inclusion of canva.h

This commit is contained in:
2018-11-27 14:24:01 +01:00
parent f34ffa825d
commit 0c6b409606
57 changed files with 538 additions and 597 deletions

View File

@@ -3,8 +3,6 @@
void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose)
{
using namespace ui;
//glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
//glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f);
//glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) *
@@ -34,8 +32,8 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ui::ShaderManager::use(kShader::Checkerboard);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
@@ -58,17 +56,17 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
if (canvas->m_canvas->m_state == ui::Canvas::kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
if (canvas->m_canvas->m_state == Canvas::kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
{
sampler.bind(0);
ui::ShaderManager::use(kShader::CompErase);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
//ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_stroke->m_brush.m_tip_opacity);
//ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
//ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
//ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_stroke->m_brush.m_tip_opacity);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
//ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
@@ -86,17 +84,17 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
{
sampler.bind(0);
auto& paper = TextureManager::get(const_hash("data/paper.jpg"));
ui::ShaderManager::use(kShader::CompDraw);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, canvas->m_canvas->m_size);
//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
ui::ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_stroke->m_brush.m_tip_opacity);
ui::ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
ui::ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ui::ShaderManager::u_int(kShaderUniform::BlendMode, canvas->m_canvas->m_current_stroke->m_brush.m_blend_mode);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_stroke->m_brush.m_tip_opacity);
ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::BlendMode, canvas->m_canvas->m_current_stroke->m_brush.m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
@@ -118,12 +116,12 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
{
sampler.bind(0);
sampler_linear.bind(1);
ui::ShaderManager::use(kShader::TextureAlphaSep);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexA, 1);
ui::ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
ui::ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index].m_hightlight);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::use(kShader::TextureAlphaSep);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index].m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
@@ -150,9 +148,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov);
ui::ShaderManager::use(kShader::Color);
ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
m_face_plane.draw_stroke();
}
@@ -164,12 +162,12 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
pos.x = pos.x - canvas->m_canvas->m_current_brush.m_tip_size * 500;
auto cur = (glm::vec2(pos.x / width, 1.f - pos.y / height) - 0.5f) * 2.f;
ui::ShaderManager::use(ui::kShader::StrokePreview);
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_color), 1);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, tip_color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
proj * camera *
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
@@ -195,9 +193,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov);
sampler_linear.bind(0);
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
glActiveTexture(GL_TEXTURE0);
uirtt.bindTexture();
m_face_plane.draw_fill();
@@ -211,12 +209,12 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1));
ui::ShaderManager::use(kShader::Color);
ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.01)));
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.01)));
m_face_plane.draw_fill();
ui::ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, 1 });
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.005)));
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.005)));
m_face_plane.draw_fill();
}
@@ -224,9 +222,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
/*
{
auto mvp = proj * camera * glm::translate(glm::normalize(vr_controller_pos));
ui::ShaderManager::use(kShader::Color);
ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.025)));
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.025)));
sphere.draw_fill();
}
*/
@@ -234,12 +232,12 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
// draw the motion controller brush
{
auto pos = glm::translate(glm::normalize(vr_controller_pos));
ui::ShaderManager::use(ui::kShader::StrokePreview);
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_color), 1);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, tip_color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
proj * camera * pos *
glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) *
//glm::scale(glm::vec3(0.1)) *
@@ -267,8 +265,8 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
}
// keep drawing the grids
if (m_canvas->m_state != ui::Canvas::kCanvasMode::Grid)
for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
if (m_canvas->m_state != Canvas::kCanvasMode::Grid)
for (auto& mode : Canvas::modes[(int)Canvas::kCanvasMode::Grid])
mode->on_Draw(ortho_proj, proj, camera);
*/