fix all six planes for rendering and drawing
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@@ -2,6 +2,39 @@
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#include "log.h"
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#include "canvas.h"
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glm::vec3 ui::Canvas::m_plane_origin[6] = {
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{ 0, 0,-1}, // front
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{ 1, 0, 0}, // right
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{ 0, 0, 1}, // back
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{-1, 0, 0}, // left
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{ 0, 1, 0}, // top
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{ 0,-1, 0}, // bottom
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};
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glm::vec3 ui::Canvas::m_plane_normal[6] = {
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{ 0, 0, 1}, // front
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{-1, 0, 0}, // right
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{ 0, 0,-1}, // back
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{ 1, 0, 0}, // left
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{ 0,-1, 0}, // top
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{ 0, 1, 0}, // bottom
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};
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glm::vec3 ui::Canvas::m_plane_tangent[6] = {
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{0, 1, 0}, // front
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{0, 1, 0}, // right
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{0, 1, 0}, // back
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{0, 1, 0}, // left
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{0, 0,-1}, // top
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{0, 0, 1}, // bottom
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};
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glm::mat4 ui::Canvas::m_plane_transform[6] = {
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glm::lookAt(glm::vec3(), { 0, 0,-1}, {0, 1, 0}), // front
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glm::lookAt(glm::vec3(), {-1, 0, 0}, {0, 1, 0}), // right
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glm::lookAt(glm::vec3(), { 0, 0, 1}, {0, 1, 0}), // back
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glm::lookAt(glm::vec3(), { 1, 0, 0}, {0, 1, 0}), // left
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glm::lookAt(glm::vec3(), { 0, 1, 0}, {0, 0,-1}), // top
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glm::lookAt(glm::vec3(), { 0,-1, 0}, {0, 0, 1}), // bottom
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};
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void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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{
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m_layers[m_current_layer_idx].clear(c);
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@@ -26,7 +59,7 @@ void ui::Canvas::stroke_draw()
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glViewport(0, 0, m_width, m_height);
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auto proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
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auto ortho_proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
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auto m_brush = m_current_stroke->m_brush;
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auto samples = m_current_stroke->compute_samples();
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@@ -48,7 +81,7 @@ void ui::Canvas::stroke_draw()
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.draw(samples, proj);
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m_mesh.draw(samples, ortho_proj);
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}
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else
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{
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@@ -76,7 +109,7 @@ void ui::Canvas::stroke_draw()
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out_origin = (wp0 / wp0.w).xyz();
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out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin);
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};
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auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3& out_hit) {
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auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3 plane_tangent, glm::vec3& out_hit) {
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float den = glm::dot(ray_dir, plane_normal);
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if (den == 0)
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return false; // no intersection
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@@ -88,28 +121,37 @@ void ui::Canvas::stroke_draw()
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// negative intersection
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return false;
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return true;
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};
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};
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glm::vec3 ray_origin, ray_dir;
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unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 plane_origin{ 0, 0, -1 }, plane_dir{ 0, 0, 1 };
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glm::vec3 hit;
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glm::vec2 fb_pos;
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if (intersect(ray_origin, ray_dir, plane_origin, plane_dir, hit))
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if (intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
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{
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glm::mat4 plane_camera = glm::lookAt(plane_origin, plane_dir, { 0, 1, 0 });
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glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::abs(plane_local.x) < 0.5f && glm::abs(plane_local.y) < 0.5f)
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if (glm::abs(plane_local.x) < 1.f && glm::abs(plane_local.y) < 1.f)
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{
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fb_pos.x = -(plane_local.x - 0.5f) * m_width;
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fb_pos.y = (plane_local.y + 0.5f) * m_height;
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LOG("draw %f %f", fb_pos.x, fb_pos.y);
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fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
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fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
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//LOG("draw %f %f", fb_pos.x, fb_pos.y);
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}
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else
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{
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continue;
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}
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}
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else
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{
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continue;
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}
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m_dirty_face[i] = true;
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auto mvp = proj *
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glm::translate(glm::vec3(fb_pos, 0)) *
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glm::scale(glm::vec3(s.size, s.size, 1)) *
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glm::eulerAngleZ(s.angle);
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auto mvp = ortho_proj *
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glm::translate(glm::vec3(fb_pos, 0)) *
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glm::scale(glm::vec3(s.size, s.size, 1)) *
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glm::eulerAngleZ(s.angle);
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glm::vec4 P[4] {
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mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
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@@ -118,7 +160,7 @@ void ui::Canvas::stroke_draw()
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mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
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};
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auto mvp_inv = glm::inverse(proj);
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auto mvp_inv = glm::inverse(ortho_proj);
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glm::vec4 P2[4]{
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mvp_inv * P[0],
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mvp_inv * P[1],
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@@ -146,9 +188,9 @@ void ui::Canvas::stroke_draw()
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m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos);
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m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4());
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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m_plane_brush.update_vertices(P);
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//m_plane_brush.update_vertices(P);
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m_plane_brush.draw_fill();
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}
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}
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@@ -190,6 +232,9 @@ void ui::Canvas::stroke_commit()
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for (int i = 0; i < 6; i++)
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{
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if (!m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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// save image before commit
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@@ -228,7 +273,6 @@ void ui::Canvas::stroke_commit()
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m_tex2[i].unbind();
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m_tmp[i].unbindTexture();
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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}
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@@ -258,6 +302,7 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
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for (int i = 0; i < 6; i++)
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{
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m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
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m_dirty_face[i] = false;
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if (m_erase)
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{
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@@ -66,11 +66,14 @@ public:
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std::vector<Layer> m_layers;
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std::vector<int> m_order;
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glm::vec4 m_dirty_box[6];
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bool m_dirty_face[6];
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RTT m_tmp[6];
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Texture2D m_tex[6];
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Texture2D m_tex2[6];
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glm::vec3 m_plane_origin[6];
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glm::vec3 m_plane_normal[6];
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static glm::vec3 m_plane_origin[6];
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static glm::vec3 m_plane_normal[6];
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static glm::vec3 m_plane_tangent[6];
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static glm::mat4 m_plane_transform[6];
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Sampler m_sampler;
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Sampler m_sampler_bg;
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glm::vec2 m_cam_rot;
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@@ -1867,6 +1867,7 @@ public:
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std::unique_ptr<ui::Canvas> m_canvas;
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ui::Brush m_brush;
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Sampler m_sampler;
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ui::Plane m_face_plane;
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virtual Node* clone_instantiate() const override { return new NodeCanvas(); }
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virtual void init() override
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{
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@@ -1876,6 +1877,7 @@ public:
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m_canvas->layer_add("asd");
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m_canvas->clear();
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m_sampler.create();
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m_face_plane.create<1>(1.99, 1.99);
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}
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virtual void draw() override
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{
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@@ -1892,8 +1894,6 @@ public:
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glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
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glViewport(c.x, c.y, c.z, c.w);
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glm::vec2 sz = { m_canvas->m_width, m_canvas->m_height };
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m_canvas->m_cam_rot = m_pan * 0.001f;
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//glm::mat4 proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
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@@ -1920,23 +1920,24 @@ public:
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glEnable(GL_BLEND);
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for (auto layer_index : m_canvas->m_order)
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{
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for (int plane_index = 0; plane_index < 4; plane_index++)
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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 * glm::eulerAngleY(glm::radians(90.f * plane_index)) * glm::translate(glm::vec3(0, 0, -1));
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auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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if (!(m_canvas->m_erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index))
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{
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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NodeBorder::m_plane.draw_fill();
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m_face_plane.draw_fill();
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m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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}
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if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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glEnable(GL_BLEND);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_float(kShaderUniform::Alpha,
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m_canvas->m_current_stroke->m_brush.m_tip_opacity * m_canvas->m_layers[layer_index].m_opacity);
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m_canvas->m_tmp[plane_index].bindTexture();
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NodeBorder::m_plane.draw_fill();
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m_face_plane.draw_fill();
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m_canvas->m_tmp[plane_index].unbindTexture();
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}
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}
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@@ -1951,8 +1952,8 @@ public:
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{
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if (new_size.x > m_canvas->m_width)
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{
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m_canvas->resize((int)new_size.x, (int)new_size.y);
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m_canvas->clear();
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// m_canvas->resize((int)new_size.x, (int)new_size.y);
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// m_canvas->clear();
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}
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}
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virtual kEventResult handle_event(Event* e) override
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