add flood fill mode with custom cursor

This commit is contained in:
2019-06-22 10:44:36 +02:00
parent 3f13c8a61e
commit 228263c70f
8 changed files with 1999 additions and 1707 deletions

View File

@@ -1548,3 +1548,62 @@ void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
break;
}
}
void CanvasModeFloodFill::init()
{
TextureManager::load(m_cursor_path.c_str());
}
////////////////////////////////////////////////////////////////////
void CanvasModeFloodFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
#if defined(__IOS__)
m_draw_tip = (me->m_source == kEventSource::Mouse && me->m_type != kEventType::MouseUpL);
#else
m_draw_tip = (me->m_source == kEventSource::Mouse || me->m_source == kEventSource::Stylus);
#endif
if (Canvas::I->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseUpL:
glm::vec3 ro, rd, hit, n;
glm::vec2 pos;
int plane;
if (Canvas::I->point_trace(loc, ro, rd, hit, pos, n, plane))
{
std::map<int, std::unique_ptr<bool[]>> plane_mask;
std::unique_ptr<glm::vec4> color;
Canvas::I->flood_fill(Canvas::I->m_current_layer_idx, plane, { (glm::ivec2)pos },
plane_mask, 200, Canvas::I->m_current_brush->m_tip_color, color);
}
break;
default:
break;
}
}
void CanvasModeFloodFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_draw_tip)
{
ShaderManager::use(kShader::Texture);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1))
* ortho
* glm::translate(glm::vec3(Canvas::I->m_cur_pos, 0.f))
* glm::scale(glm::vec3(32, 32, 1))
* glm::translate(glm::vec3(0.5f, -0.5f, 0))
);
ShaderManager::u_int(kShaderUniform::Tex, 0);
auto& t = TextureManager::get(m_cursor_id);
Canvas::I->m_sampler_linear.bind(0);
t.bind();
Canvas::I->m_plane.draw_fill();
t.unbind();
}
}