refactor layout.h into single file per Node* classes
This commit is contained in:
135
engine/node_stroke_preview.cpp
Normal file
135
engine/node_stroke_preview.cpp
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#include "pch.h"
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#include "log.h"
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#include "node_stroke_preview.h"
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#include "texture.h"
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#include "shader.h"
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#include "bezier.h"
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Node* NodeStrokePreview::clone_instantiate() const
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{
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return new NodeStrokePreview();
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}
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void NodeStrokePreview::clone_copy(Node* dest) const
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{
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NodeBorder::clone_copy(dest);
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}
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void NodeStrokePreview::clone_children(Node* dest) const
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{
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// stop children cloning
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}
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void NodeStrokePreview::clone_finalize(Node* dest) const
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{
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NodeStrokePreview* n = (NodeStrokePreview*)dest;
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n->init_controls();
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}
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void NodeStrokePreview::init_controls()
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{
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m_mesh.create();
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m_sampler.create();
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TextureManager::load("data/Icons/Round-Hard.png");
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m_brush.m_tex_id = const_hash("data/Icons/Round-Hard.png");
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}
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void NodeStrokePreview::restore_context()
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{
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NodeBorder::restore_context();
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init_controls();
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if (m_size.x > 0 && m_size.y > 0)
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m_rtt.create(m_size.x, m_size.y);
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draw_stroke();
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}
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void NodeStrokePreview::clear_context()
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{
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NodeBorder::clear_context();
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m_rtt.destroy();
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}
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void NodeStrokePreview::draw_stroke()
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{
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m_rtt.bindFramebuffer();
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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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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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glEnable(GL_BLEND);
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glm::mat4 proj = glm::ortho<float>(0, (float)m_rtt.getWidth(), 0, (float)m_rtt.getHeight(), -1, 1);
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m_stroke.reset();
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m_stroke.start(m_brush);
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auto samples = m_stroke.compute_samples();
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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tex.bind();
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m_sampler.bind(0);
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if (true)
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{
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.draw(samples, proj);
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}
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//else
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//{
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// ShaderManager::use("stroke");
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// ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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// for (const auto& s : samples)
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// {
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// auto mvp = proj *
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// glm::translate(glm::vec3(s.pos, 0)) *
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// glm::scale(glm::vec3(s.size, s.size, 1)) *
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// glm::eulerAngleZ(s.angle);
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// ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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// ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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// m_plane.draw_fill();
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// }
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//}
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m_sampler.unbind();
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tex.unbind();
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glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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}
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m_rtt.unbindFramebuffer();
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}
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void NodeStrokePreview::draw()
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{
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using namespace ui;
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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m_rtt.bindTexture();
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m_sampler.bind(0);
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m_plane.draw_fill();
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m_sampler.unbind();
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m_rtt.unbindTexture();
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}
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void NodeStrokePreview::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
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{
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float pad = 30.f;
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float w = new_size.x;
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float h = new_size.y;
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std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
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m_stroke.start(m_brush);
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for (int i = 0; i < 20; i++)
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m_stroke.add_point(BezierCurve::Bezier2D(kp, i / 20.f), 1.f);
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m_rtt.destroy();
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m_rtt.create((int)new_size.x, (int)new_size.y);
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draw_stroke();
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}
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