fix stroke preview zoom, implement dest pick on ppbr export
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@@ -192,7 +192,7 @@ glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Tex
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return glm::vec4(tex_pos, tex_pos + tex_sz);
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}
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std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compute(Stroke& stroke) const
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std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compute(Stroke& stroke, float zoom) const
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{
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std::vector<StrokeFrame> ret;
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StrokeSample prev = stroke.m_prev_sample;
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@@ -232,11 +232,11 @@ std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compu
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glm::vec2 mixer_bb_max(0, 0);
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for (int j = 0; j < 4; j++)
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{
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auto p = (xy(prev.pos) + App::I->zoom * s.scale * off_mix[j] * glm::orientate2(-s.angle));
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auto p = (xy(prev.pos) + zoom * s.scale * off_mix[j] * glm::orientate2(-s.angle));
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mixer_bb_min = glm::max({ 0, 0 }, glm::min(mixer_bb_min, p));
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mixer_bb_max = glm::min(mixer_sz, glm::max(mixer_bb_max, p));
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B[j].pos = glm::vec4(xy(s.pos) + App::I->zoom * s.scale * off[j] * glm::orientate2(-s.angle) - glm::vec2(0, 1), 1, 1);
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B[j].pos = glm::vec4(xy(s.pos) + zoom * s.scale * off[j] * glm::orientate2(-s.angle) - glm::vec2(0, 1), 1, 1);
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B[j].uvs2 = p / mixer_sz;
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}
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@@ -260,6 +260,8 @@ void NodeStrokePreview::draw_stroke_immediate()
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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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float zoom = root()->m_zoom;
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glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
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glm::mat4 ortho_proj = glm::ortho<float>(0, size.x, 0, size.y, -1, 1);
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@@ -315,13 +317,13 @@ void NodeStrokePreview::draw_stroke_immediate()
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{
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float min_pad = size.x * 0.05f;
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float pad = (5.f + glm::max(glm::min(m_stroke.m_max_size, m_brush->m_tip_size) / 2.f, min_pad)) * App::I->zoom;
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float pad = (5.f + glm::max(glm::min(m_stroke.m_max_size, m_brush->m_tip_size) / 2.f, min_pad)) * zoom;
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if (b->m_tip_size_pressure)
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pad = min_pad * App::I->zoom;
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pad = min_pad * zoom;
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if (!glm::isnan(m_pad_override))
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pad = m_pad_override;
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float w = m_size.x * App::I->zoom;
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float h = m_size.y * App::I->zoom;
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float w = m_size.x * zoom;
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float h = m_size.y * zoom;
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std::vector<glm::vec2> kp = {
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{ pad, h / 2.f },
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{ w / 2.f, 0 },
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@@ -374,7 +376,7 @@ void NodeStrokePreview::draw_stroke_immediate()
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dual_brush->m_tip_texture ?
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dual_brush->m_tip_texture->bind() :
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glBindTexture(GL_TEXTURE_2D, 0);
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auto frames_dual = stroke_draw_compute(m_dual_stroke);
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auto frames_dual = stroke_draw_compute(m_dual_stroke, zoom);
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for (auto& f : frames_dual)
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{
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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@@ -407,7 +409,7 @@ void NodeStrokePreview::draw_stroke_immediate()
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE3);
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m_rtt_mixer.bindTexture();
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auto frames = stroke_draw_compute(m_stroke);
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auto frames = stroke_draw_compute(m_stroke, zoom);
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m_rtt.clear();
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for (auto& f : frames)
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{
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