add grids panel
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@@ -29,6 +29,8 @@ void NodeCanvas::init()
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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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m->init();
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m_grid.create(1, 1, m_grid_divs);
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}
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void NodeCanvas::restore_context()
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@@ -74,7 +76,7 @@ void NodeCanvas::draw()
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//m_canvas->m_cam_rot = m_pan * 0.003f;
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glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
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glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.1f, 1000.f);
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glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f);
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glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) *
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glm::translate(m_canvas->m_cam_pos);
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@@ -114,6 +116,17 @@ void NodeCanvas::draw()
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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float pitch = 0;
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if (auto slider = root()->find<NodeSliderH>("pitch-slider"))
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pitch = (slider->get_value() - 0.5) * glm::half_pi<float>();
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float yaw = 0;
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if (auto slider = root()->find<NodeSliderH>("yaw-slider"))
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yaw = (slider->get_value() - 0.5) * glm::half_pi<float>();
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float roll = 0;
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if (auto slider = root()->find<NodeSliderH>("roll-slider"))
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roll = (slider->get_value() - 0.5) * glm::half_pi<float>();
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for (size_t i = 0; i < m_canvas->m_order.size(); i++)
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{
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auto layer_index = m_canvas->m_order[i];
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@@ -125,6 +138,7 @@ void NodeCanvas::draw()
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int z = (int)m_canvas->m_order.size() - i;
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(z + 1)) *
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glm::eulerAngleYXZ(yaw, pitch, roll) *
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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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@@ -261,6 +275,25 @@ void NodeCanvas::draw()
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for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
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mode->on_Draw(ortho_proj, proj, camera);
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int grid_divs = glm::floor(App::I.grid->m_groud_scale->get_value() * 100);
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if (grid_divs != m_grid_divs && (grid_divs % 2) == 0)
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{
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m_grid_divs = grid_divs;
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m_grid.create(1, 1, grid_divs);
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}
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float grid_scale = m_grid_divs * 0.01f;
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ui::ShaderManager::use(kShader::Color);
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ui::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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* glm::translate(glm::vec3(0, (App::I.grid->m_groud_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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);
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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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