From 5753002ca98facaf138821a00ed2bce128a08a36 Mon Sep 17 00:00:00 2001 From: omigamedev Date: Fri, 28 Apr 2017 00:06:24 +0100 Subject: [PATCH] fix all six planes for rendering and drawing --- engine/canvas.cpp | 83 ++++++++++++++++++++++++++++++++++++----------- engine/canvas.h | 7 ++-- engine/layout.h | 19 ++++++----- 3 files changed, 79 insertions(+), 30 deletions(-) diff --git a/engine/canvas.cpp b/engine/canvas.cpp index b24e8d8..a0574c7 100644 --- a/engine/canvas.cpp +++ b/engine/canvas.cpp @@ -2,6 +2,39 @@ #include "log.h" #include "canvas.h" +glm::vec3 ui::Canvas::m_plane_origin[6] = { + { 0, 0,-1}, // front + { 1, 0, 0}, // right + { 0, 0, 1}, // back + {-1, 0, 0}, // left + { 0, 1, 0}, // top + { 0,-1, 0}, // bottom +}; +glm::vec3 ui::Canvas::m_plane_normal[6] = { + { 0, 0, 1}, // front + {-1, 0, 0}, // right + { 0, 0,-1}, // back + { 1, 0, 0}, // left + { 0,-1, 0}, // top + { 0, 1, 0}, // bottom +}; +glm::vec3 ui::Canvas::m_plane_tangent[6] = { + {0, 1, 0}, // front + {0, 1, 0}, // right + {0, 1, 0}, // back + {0, 1, 0}, // left + {0, 0,-1}, // top + {0, 0, 1}, // bottom +}; +glm::mat4 ui::Canvas::m_plane_transform[6] = { + glm::lookAt(glm::vec3(), { 0, 0,-1}, {0, 1, 0}), // front + glm::lookAt(glm::vec3(), {-1, 0, 0}, {0, 1, 0}), // right + glm::lookAt(glm::vec3(), { 0, 0, 1}, {0, 1, 0}), // back + glm::lookAt(glm::vec3(), { 1, 0, 0}, {0, 1, 0}), // left + glm::lookAt(glm::vec3(), { 0, 1, 0}, {0, 0,-1}), // top + glm::lookAt(glm::vec3(), { 0,-1, 0}, {0, 0, 1}), // bottom +}; + void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/) { m_layers[m_current_layer_idx].clear(c); @@ -26,7 +59,7 @@ void ui::Canvas::stroke_draw() glViewport(0, 0, m_width, m_height); - auto proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f); + auto ortho_proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f); auto m_brush = m_current_stroke->m_brush; auto samples = m_current_stroke->compute_samples(); @@ -48,7 +81,7 @@ void ui::Canvas::stroke_draw() m_mesh.shader.use(); m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color); m_mesh.shader.u_int(kShaderUniform::Tex, 0); - m_mesh.draw(samples, proj); + m_mesh.draw(samples, ortho_proj); } else { @@ -76,7 +109,7 @@ void ui::Canvas::stroke_draw() out_origin = (wp0 / wp0.w).xyz(); out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin); }; - auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3& out_hit) { + 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) { float den = glm::dot(ray_dir, plane_normal); if (den == 0) return false; // no intersection @@ -88,28 +121,37 @@ void ui::Canvas::stroke_draw() // negative intersection return false; return true; - }; + }; glm::vec3 ray_origin, ray_dir; unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir); - glm::vec3 plane_origin{ 0, 0, -1 }, plane_dir{ 0, 0, 1 }; glm::vec3 hit; glm::vec2 fb_pos; - if (intersect(ray_origin, ray_dir, plane_origin, plane_dir, hit)) + if (intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit)) { - glm::mat4 plane_camera = glm::lookAt(plane_origin, plane_dir, { 0, 1, 0 }); + glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]); glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1); - if (glm::abs(plane_local.x) < 0.5f && glm::abs(plane_local.y) < 0.5f) + if (glm::abs(plane_local.x) < 1.f && glm::abs(plane_local.y) < 1.f) { - fb_pos.x = -(plane_local.x - 0.5f) * m_width; - fb_pos.y = (plane_local.y + 0.5f) * m_height; - LOG("draw %f %f", fb_pos.x, fb_pos.y); + fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width; + fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height; + //LOG("draw %f %f", fb_pos.x, fb_pos.y); + } + else + { + continue; } } + else + { + continue; + } + + m_dirty_face[i] = true; - auto mvp = proj * - glm::translate(glm::vec3(fb_pos, 0)) * - glm::scale(glm::vec3(s.size, s.size, 1)) * - glm::eulerAngleZ(s.angle); + auto mvp = ortho_proj * + glm::translate(glm::vec3(fb_pos, 0)) * + glm::scale(glm::vec3(s.size, s.size, 1)) * + glm::eulerAngleZ(s.angle); glm::vec4 P[4] { mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left @@ -118,7 +160,7 @@ void ui::Canvas::stroke_draw() mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right }; - auto mvp_inv = glm::inverse(proj); + auto mvp_inv = glm::inverse(ortho_proj); glm::vec4 P2[4]{ mvp_inv * P[0], mvp_inv * P[1], @@ -146,9 +188,9 @@ void ui::Canvas::stroke_draw() m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos); m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz)); - ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4()); + ShaderManager::u_mat4(kShaderUniform::MVP, mvp); ShaderManager::u_float(kShaderUniform::Alpha, s.flow); - m_plane_brush.update_vertices(P); + //m_plane_brush.update_vertices(P); m_plane_brush.draw_fill(); } } @@ -190,6 +232,9 @@ void ui::Canvas::stroke_commit() for (int i = 0; i < 6; i++) { + if (!m_dirty_face[i]) + continue; // no stroke on this face, skip it + m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer(); // save image before commit @@ -228,7 +273,6 @@ void ui::Canvas::stroke_commit() m_tex2[i].unbind(); m_tmp[i].unbindTexture(); - m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer(); } @@ -258,6 +302,7 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& for (int i = 0; i < 6; i++) { m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box + m_dirty_face[i] = false; if (m_erase) { diff --git a/engine/canvas.h b/engine/canvas.h index dfacc1c..52f3664 100644 --- a/engine/canvas.h +++ b/engine/canvas.h @@ -66,11 +66,14 @@ public: std::vector m_layers; std::vector m_order; glm::vec4 m_dirty_box[6]; + bool m_dirty_face[6]; RTT m_tmp[6]; Texture2D m_tex[6]; Texture2D m_tex2[6]; - glm::vec3 m_plane_origin[6]; - glm::vec3 m_plane_normal[6]; + static glm::vec3 m_plane_origin[6]; + static glm::vec3 m_plane_normal[6]; + static glm::vec3 m_plane_tangent[6]; + static glm::mat4 m_plane_transform[6]; Sampler m_sampler; Sampler m_sampler_bg; glm::vec2 m_cam_rot; diff --git a/engine/layout.h b/engine/layout.h index cf794b4..e55483d 100644 --- a/engine/layout.h +++ b/engine/layout.h @@ -1867,6 +1867,7 @@ public: std::unique_ptr m_canvas; ui::Brush m_brush; Sampler m_sampler; + ui::Plane m_face_plane; virtual Node* clone_instantiate() const override { return new NodeCanvas(); } virtual void init() override { @@ -1876,6 +1877,7 @@ public: m_canvas->layer_add("asd"); m_canvas->clear(); m_sampler.create(); + m_face_plane.create<1>(1.99, 1.99); } virtual void draw() override { @@ -1892,8 +1894,6 @@ public: glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w); glViewport(c.x, c.y, c.z, c.w); - glm::vec2 sz = { m_canvas->m_width, m_canvas->m_height }; - m_canvas->m_cam_rot = m_pan * 0.001f; //glm::mat4 proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f); @@ -1920,23 +1920,24 @@ public: glEnable(GL_BLEND); for (auto layer_index : m_canvas->m_order) { - for (int plane_index = 0; plane_index < 4; plane_index++) + for (int plane_index = 0; plane_index < 6; plane_index++) { - auto plane_mvp = proj * camera * glm::eulerAngleY(glm::radians(90.f * plane_index)) * glm::translate(glm::vec3(0, 0, -1)); + auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1)); ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp); if (!(m_canvas->m_erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)) { ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity); m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); - NodeBorder::m_plane.draw_fill(); + m_face_plane.draw_fill(); m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); } if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) { glEnable(GL_BLEND); - ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity); + ui::ShaderManager::u_float(kShaderUniform::Alpha, + m_canvas->m_current_stroke->m_brush.m_tip_opacity * m_canvas->m_layers[layer_index].m_opacity); m_canvas->m_tmp[plane_index].bindTexture(); - NodeBorder::m_plane.draw_fill(); + m_face_plane.draw_fill(); m_canvas->m_tmp[plane_index].unbindTexture(); } } @@ -1951,8 +1952,8 @@ public: { if (new_size.x > m_canvas->m_width) { - m_canvas->resize((int)new_size.x, (int)new_size.y); - m_canvas->clear(); +// m_canvas->resize((int)new_size.x, (int)new_size.y); +// m_canvas->clear(); } } virtual kEventResult handle_event(Event* e) override