adding color picking on iOS

This commit is contained in:
2017-08-02 19:51:59 +01:00
parent d01ec65cad
commit 235862c9d1
13 changed files with 202 additions and 15 deletions

View File

@@ -2,6 +2,11 @@
#include "log.h"
#include "canvas.h"
#ifdef __APPLE__
#include <Foundation/Foundation.h>
#endif
ui::Canvas* ui::Canvas::I;
std::vector<CanvasMode*> ui::Canvas::modes[] = {
{ new CanvasModePen, new CanvasModeBasicCamera },
@@ -44,6 +49,91 @@ glm::mat4 ui::Canvas::m_plane_transform[6] = {
glm::lookAt(glm::vec3(), { 0,-1, 0}, {0, 0, 1}), // bottom
};
void ui::Canvas::pick_start()
{
for (int i = 0; i < 6; i++)
m_pick_ready[i] = false;
}
void ui::Canvas::pick_update(int plane)
{
// check if already updated
if (m_pick_ready[plane])
return;
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
//for (int i = 0; i < 6; i++)
{
int i = plane;
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
for (auto layer_index : m_order)
{
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
ShaderManager::use(ui::kShader::StrokeLayer);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].unbindTexture();
}
if (!m_pick_data[plane])
m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width*m_height);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get());
LOG("read plane %d", plane);
m_tmp[i].unbindFramebuffer();
}
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glActiveTexture(GL_TEXTURE0);
m_pick_ready[plane] = true;
}
glm::vec4 ui::Canvas::pick_get(glm::vec2 canvas_loc)
{
glm::vec3 ray_origin;
glm::vec3 ray_dir;
glm::vec3 hit_pos;
glm::vec3 hit_normal;
int plane_id;
if (point_trace(canvas_loc, ray_origin, ray_dir, hit_pos, hit_normal, plane_id))
{
pick_update(plane_id);
glm::vec2 fbpos = (hit_pos.xy() * 0.5f + 0.5f) * glm::vec2(m_width, m_height);
LOG("pick plane %d x %d y %d", plane_id, (int)fbpos.x, (int)fbpos.y);
int i = fbpos.x + fbpos.y * m_width;
return glm::vec4(m_pick_data[plane_id][i]) / 255.f;
}
return {0,0,0,1};
}
void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
{
snap_history({ 0, 1, 2, 3, 4, 5 });
@@ -558,6 +648,9 @@ void ui::Canvas::clear_context()
}
};
#ifdef __IOS__
UIImage *image;
#endif
void ui::Canvas::export_equirectangular(std::string data_path)
{
// save viewport and clear color states
@@ -657,6 +750,10 @@ void ui::Canvas::export_equirectangular(std::string data_path)
params.m_quality = 100;
bool saved = jpge::compress_image_to_jpeg_file(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), params);
//int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
#ifdef __IOS__
image = [UIImage imageWithContentsOfFile:[NSString stringWithUTF8String:name]];
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
#endif
}
glDeleteTextures(1, &cube_id);