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:
@@ -12,7 +12,7 @@ Node* NodeCanvas::clone_instantiate() const
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void NodeCanvas::init()
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{
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m_mouse_ignore = false;
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m_canvas = std::make_unique<ui::Canvas>();
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m_canvas = std::make_unique<Canvas>();
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m_canvas->create(CANVAS_RES, CANVAS_RES);
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m_canvas->m_unsaved = false;
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m_canvas->m_node = this;
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@@ -26,8 +26,8 @@ void NodeCanvas::init()
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m_line.create();
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CanvasMode::node = this;
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CanvasMode::canvas = m_canvas.get();
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for (int i = 0; i < (int)ui::Canvas::kCanvasMode::COUNT; i++)
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for (auto m : ui::Canvas::modes[i])
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for (int i = 0; i < (int)Canvas::kCanvasMode::COUNT; i++)
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for (auto m : Canvas::modes[i])
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m->init();
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m_grid.create(1, 1, m_grid_divs);
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@@ -45,8 +45,8 @@ void NodeCanvas::restore_context()
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m_canvas->snapshot_restore();
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CanvasMode::node = this;
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CanvasMode::canvas = m_canvas.get();
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for (int i = 0; i < (int)ui::Canvas::kCanvasMode::COUNT; i++)
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for (auto m : ui::Canvas::modes[i])
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for (int i = 0; i < (int)Canvas::kCanvasMode::COUNT; i++)
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for (auto m : Canvas::modes[i])
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m->init();
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}
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@@ -60,7 +60,6 @@ void NodeCanvas::clear_context()
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void NodeCanvas::draw()
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{
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using namespace ui;
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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@@ -109,8 +108,8 @@ void NodeCanvas::draw()
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ui::ShaderManager::use(kShader::Checkerboard);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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@@ -144,18 +143,18 @@ void NodeCanvas::draw()
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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if (m_canvas->m_current_stroke && m_canvas->m_state == ui::Canvas::kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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if (m_canvas->m_current_stroke && m_canvas->m_state == Canvas::kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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ui::ShaderManager::use(kShader::CompErase);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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//ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
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//ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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//ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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//ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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//ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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@@ -173,18 +172,18 @@ void NodeCanvas::draw()
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{
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m_sampler.bind(0);
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auto& paper = TextureManager::get(const_hash("data/paper.jpg"));
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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@@ -206,12 +205,12 @@ void NodeCanvas::draw()
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{
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m_sampler.bind(0);
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m_sampler_linear.bind(1);
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ui::ShaderManager::use(kShader::TextureAlphaSep);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexA, 1);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::use(kShader::TextureAlphaSep);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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@@ -229,11 +228,11 @@ void NodeCanvas::draw()
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// if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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// {
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// glDisable(GL_BLEND);
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// ui::ShaderManager::use(kShader::TextureAlpha);
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// ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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// ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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// ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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// ui::ShaderManager::u_float(kShaderUniform::Alpha, 1);
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// ShaderManager::use(kShader::TextureAlpha);
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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// ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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// ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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// ShaderManager::u_float(kShaderUniform::Alpha, 1);
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// m_canvas->m_tmp[plane_index].bindTexture();
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// m_face_plane.draw_fill();
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// m_canvas->m_tmp[plane_index].unbindTexture();
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@@ -253,11 +252,11 @@ void NodeCanvas::draw()
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, 0.5f);
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ui::ShaderManager::u_int(kShaderUniform::Highlight, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, 0.5f);
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ShaderManager::u_int(kShaderUniform::Highlight, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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@@ -276,8 +275,8 @@ void NodeCanvas::draw()
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}
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// keep drawing the grids
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if (m_canvas->m_state != ui::Canvas::kCanvasMode::Grid)
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for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
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if (m_canvas->m_state != Canvas::kCanvasMode::Grid)
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for (auto& mode : Canvas::modes[(int)Canvas::kCanvasMode::Grid])
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mode->on_Draw(ortho_proj, proj, camera);
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@@ -287,7 +286,7 @@ void NodeCanvas::draw()
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glClear(GL_DEPTH_BUFFER_BIT);
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// DRAW GRIDS
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ui::ShaderManager::use(kShader::Color);
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ShaderManager::use(kShader::Color);
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// ground grid
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int grid_divs = glm::floor(App::I.grid->m_groud_scale->get_value() * 100);
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@@ -298,10 +297,10 @@ void NodeCanvas::draw()
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}
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float grid_scale = m_grid_divs * 0.01f;
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ui::ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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glm::vec3(App::I.grid->m_groud_value->get_value()),
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App::I.grid->m_groud_opacity->get_value()));
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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* glm::translate(glm::vec3(0, glm::pow(App::I.grid->m_groud_height->get_value() - 0.5f, 3), 0))
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* glm::eulerAngleX(glm::radians(90.f))
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* glm::scale(glm::vec3(grid_scale, grid_scale, 1))
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@@ -315,10 +314,10 @@ void NodeCanvas::draw()
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// box grid
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// ceiling
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// ui::ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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// ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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// glm::vec3(App::I.grid->m_groud_value->get_value()),
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// App::I.grid->m_box_opacity->get_value()));
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// ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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// ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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// * glm::translate(glm::vec3(0, (App::I.grid->m_groud_height->get_value() + App::I.grid->m_box_height->get_value() - 0.5f) * 2.f, 0))
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// * glm::eulerAngleX(glm::radians(90.f))
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// * glm::scale(glm::vec3(grid_scale, grid_scale, 1))
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@@ -326,16 +325,16 @@ void NodeCanvas::draw()
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// m_grid.draw_stroke();
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//ui::ShaderManager::use(kShader::Equirect);
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//ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(.5, .5, 1)));
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//ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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//ShaderManager::use(kShader::Equirect);
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//ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(.5, .5, 1)));
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//ShaderManager::u_int(kShaderUniform::Tex, 0);
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//glBindTexture(GL_TEXTURE_CUBE_MAP, m_canvas->cube_id);
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//m_face_plane.draw_fill();
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//glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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// ui::ShaderManager::use(kShader::Color);
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// ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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// ui::ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
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// ShaderManager::use(kShader::Color);
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// ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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// ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
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// static glm::vec4 AB[4]{ {-.75, 0, -1, 1},{ -.75, 0, 1, 1 } };
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// m_line.update_vertices(AB);
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// m_line.draw_stroke();
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@@ -379,9 +378,9 @@ kEventResult NodeCanvas::handle_event(Event* e)
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case kEventType::MouseMove:
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if (stylus_eraser != me->m_eraser)
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{
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ui::Canvas::set_mode(me->m_eraser ?
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ui::Canvas::kCanvasMode::Erase :
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ui::Canvas::kCanvasMode::Draw);
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Canvas::set_mode(me->m_eraser ?
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Canvas::kCanvasMode::Erase :
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Canvas::kCanvasMode::Draw);
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stylus_eraser = me->m_eraser;
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}
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case kEventType::MouseScroll:
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@@ -396,7 +395,7 @@ kEventResult NodeCanvas::handle_event(Event* e)
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break;
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case kEventType::KeyDown:
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if (ke->m_key == kKey::KeyE)
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ui::Canvas::set_mode(ui::Canvas::kCanvasMode::Erase);
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Canvas::set_mode(Canvas::kCanvasMode::Erase);
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if (ke->m_key == kKey::AndroidBack)
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if (!ActionManager::empty())
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ActionManager::undo();
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@@ -404,29 +403,29 @@ kEventResult NodeCanvas::handle_event(Event* e)
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break;
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case kEventType::KeyUp:
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if (ke->m_key == kKey::KeyE)
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ui::Canvas::set_mode(ui::Canvas::kCanvasMode::Draw);
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Canvas::set_mode(Canvas::kCanvasMode::Draw);
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if (ke->m_key == kKey::KeyTab)
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App::I.toggle_ui();
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if (ke->m_key == kKey::KeyZ && App::I.keys[(int)kKey::KeyCtrl])
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App::I.keys[(int)kKey::KeyShift] ? ActionManager::redo() : ActionManager::undo();
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if (ke->m_key == kKey::KeyS && App::I.keys[(int)kKey::KeyCtrl] && !App::I.keys[(int)kKey::KeyShift])
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{
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if (ui::Canvas::I->m_newdoc)
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if (Canvas::I->m_newdoc)
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{
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App::I.dialog_save();
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}
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else if (ui::Canvas::I->m_unsaved)
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else if (Canvas::I->m_unsaved)
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{
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ui::Canvas::I->project_save();
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Canvas::I->project_save();
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}
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}
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if (ke->m_key == kKey::KeyS && App::I.keys[(int)kKey::KeyCtrl] && App::I.keys[(int)kKey::KeyShift])
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{
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if (ui::Canvas::I->m_newdoc)
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if (Canvas::I->m_newdoc)
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{
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App::I.dialog_save();
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}
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else if (ui::Canvas::I->m_unsaved)
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else if (Canvas::I->m_unsaved)
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{
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App::I.dialog_save_ver();
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}
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Block a user