Merge branch 'master' of https://bitbucket.org/omigamedev/new_engine
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@@ -160,6 +160,35 @@ void ui::Canvas::snap_history(const std::vector<int>& planes)
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action->clear_layer = true;
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ActionManager::add(action);
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}
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ui::ActionStroke* ui::Canvas::create_action(int layer)
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{
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auto action = new ActionStroke;
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for (int i = 0; i < 6; i++)
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{
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if (!m_layers[layer].m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[layer].m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_or = xy(m_layers[layer].m_dirty_box[i]);
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glm::vec2 box_sz = zw(m_layers[layer].m_dirty_box[i]) - xy(m_layers[layer].m_dirty_box[i]);
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_layers[layer].m_dirty_box[i];
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action->m_old_box[i] = m_layers[layer].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[layer].m_dirty_face[i];
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m_layers[layer].m_rtt[i].unbindFramebuffer();
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}
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// save history
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action->m_layer_idx = layer;
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action->m_canvas = this;
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action->m_stroke = std::move(m_current_stroke);
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action->clear_layer = true;
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return action;
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}
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void ui::Canvas::stroke_end()
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{
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if (!m_current_stroke)
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@@ -686,7 +715,7 @@ void ui::Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ui::ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, false);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, 0); // TODO: defaulted to normal, change to layer blend mode when implemented
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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