dpi zoom on title bar
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@@ -107,14 +107,25 @@ void NodeCanvas::draw()
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m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index);
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}
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if (zoom > 1.f)
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{
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m_rtt.bindFramebuffer();
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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}
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else
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{
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.w);
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}
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// NOTE: draw_merge has been disabled for worst performance
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bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera);
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draw_merged = false;
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m_rtt.bindFramebuffer();
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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if (draw_merged)
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{
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glDisable(GL_BLEND);
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@@ -404,18 +415,18 @@ void NodeCanvas::draw()
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glEnable(GL_BLEND);
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//draw the grid
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//for (int plane_index = 0; plane_index < 6; plane_index++)
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//{
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// auto plane_mvp = proj * camera *
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// glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
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// m_canvas->m_plane_transform[plane_index] *
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// glm::translate(glm::vec3(0, 0, -1.f));
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1.f));
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// ShaderManager::use(kShader::Checkerboard);
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// ShaderManager::u_int(kShaderUniform::Colorize, false);
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// ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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// m_face_plane.draw_fill();
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//}
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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// draw the layers
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m_sampler.bind(0);
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@@ -429,21 +440,24 @@ void NodeCanvas::draw()
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}
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}
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m_rtt.unbindFramebuffer();
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if (zoom > 1.f)
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{
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m_rtt.unbindFramebuffer();
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.w);
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.w);
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// draw the canvas
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m_sampler_linear.bind(0);
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glActiveTexture(GL_TEXTURE0);
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m_rtt.bindTexture();
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
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m_face_plane.draw_fill();
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m_rtt.unbindTexture();
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// draw the canvas
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m_sampler_linear.bind(0);
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glActiveTexture(GL_TEXTURE0);
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m_rtt.bindTexture();
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
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m_face_plane.draw_fill();
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m_rtt.unbindTexture();
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}
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glDisable(GL_DEPTH_TEST);
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