refactor ui initialization each group in a function, new document dialog, fix parallax camera and drawing order clipping problem

This commit is contained in:
2017-08-11 23:26:19 +01:00
parent f08fd42a50
commit 1550dfff03
9 changed files with 689 additions and 473 deletions

View File

@@ -79,24 +79,40 @@ void NodeCanvas::draw()
m_sampler.bind(0);
m_sampler.bind(1);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
glEnable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera * glm::scale(glm::vec3(m_canvas->m_order.size())) * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_order.size() + 500)) *
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);
m_face_plane.draw_fill();
}
for (auto layer_index : m_canvas->m_order)
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (auto layer_index : m_canvas->m_order)
{
for (int plane_index = 0; plane_index < 6; plane_index++)
{
if (m_canvas->m_layers[layer_index].m_opacity == .0f)
continue;
int z = (int)m_canvas->m_order.size() - layer_index;
auto plane_mvp_z = proj * camera * glm::scale(glm::vec3(z)) * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(z + 1)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
if (m_canvas->m_state == ui::Canvas::kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
@@ -159,7 +175,6 @@ void NodeCanvas::draw()
// }
}
}
glDisable(GL_DEPTH_TEST);
for (auto& mode : *m_canvas->m_mode)
mode->on_Draw(ortho_proj, proj, camera);
@@ -184,6 +199,7 @@ void NodeCanvas::draw()
// m_line.draw_stroke();
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
m_sampler.unbind();
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);