vr brush preview and pen gestures (pick and size)
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@@ -155,6 +155,36 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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m_face_plane.draw_stroke();
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}
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// draw the brush
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if (auto mode = dynamic_cast<CanvasModePen*>(canvas->m_canvas->modes[(int)canvas->m_canvas->m_current_mode][0]))
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{
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auto pos = mode->m_resizing ? mode->m_size_pos_start : mode->m_cur_pos;
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if (App::I.keys[(int)kKey::KeyAlt] && !mode->m_resizing)
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pos.x = pos.x - canvas->m_canvas->m_current_brush.m_tip_size * 500;
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auto cur = (glm::vec2(pos.x / width, 1.f - pos.y / height) - 0.5f) * 2.f;
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ui::ShaderManager::use(ui::kShader::StrokePreview);
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ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
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ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_color), 1);
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ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, tip_color);
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ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
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proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_size * 800.f / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush.m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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auto& tex = TextureManager::get(canvas->m_canvas->m_current_brush.m_tex_id);
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tex.bind();
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sampler_linear.bind(0);
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m_face_plane.draw_fill();
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tex.unbind();
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}
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// draw the 2D UI
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if (ui_visible)
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{
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@@ -163,7 +193,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(0, 0, -1)) *
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glm::scale(aspect * tan_fov);
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sampler.bind(0);
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sampler_linear.bind(0);
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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@@ -178,14 +208,14 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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auto cur = (glm::vec2(cursor.x / width, 1.f - cursor.y / height) - 0.5f) * 2.f;
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auto mvp = proj * camera *
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glm::scale(glm::vec3(100)) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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//canvas->m_canvas->m_plane_transform[plane_index] *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
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glm::scale(glm::vec3(.01));
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glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1));
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ui::ShaderManager::use(kShader::Color);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.01)));
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m_face_plane.draw_fill();
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ui::ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, 1 });
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.005)));
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m_face_plane.draw_fill();
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}
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