fix equirectangular shader for higher precision, add polygon draw mode

This commit is contained in:
2017-05-09 08:47:20 +01:00
parent 2e8c0d0865
commit 6548ac3748
11 changed files with 278 additions and 52 deletions

View File

@@ -84,6 +84,7 @@ void CanvasModePen::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
canvas->stroke_update(loc, 1.f);
break;
case kEventType::MouseCancel:
canvas->stroke_end();
m_dragging = false;
node->mouse_release();
break;
@@ -167,6 +168,7 @@ void CanvasModeCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
case kEventType::MouseUpL:
m_dragging = false;
node->mouse_release();
canvas->m_cam_pos.xy = m_pos_start;
break;
case kEventType::MouseMove:
if (m_dragging)
@@ -193,6 +195,7 @@ void CanvasModeNormal::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
glm::vec3 ro, rd, hit_o, hit_d;
if (canvas->point_trace(loc, ro, rd, hit_o, hit_d, m_plane_id))
{
m_lines.push_back({ hit_o, hit_d });
origin = hit_o;
dir = hit_d;
m_dragging = true;
@@ -202,13 +205,14 @@ void CanvasModeNormal::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
commit();
//commit();
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
if (m_dragging && canvas->point_trace_plane(loc, ro, rd, hit_o, hit_d, m_plane_id))
{
m_lines.back() = { hit_o, hit_d };
origin = hit_o;
dir = hit_d;
m_dragging = true;
@@ -226,8 +230,11 @@ void CanvasModeNormal::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
void CanvasModeNormal::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_dragging)
//if (m_dragging)
for (auto l : m_lines)
{
auto origin = l.o;
auto dir = l.d;
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
@@ -258,3 +265,102 @@ void CanvasModeNormal::commit()
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
}
////////////////////////////////////////////////////////////////////
void CanvasModeFill::init()
{
m_shape.create();
}
void CanvasModeFill::leave()
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { node->m_brush.m_tip_color.rgb(), node->m_brush.m_tip_opacity });
m_shape.draw_fill();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
m_points.clear();
}
void CanvasModeFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownR:
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { node->m_brush.m_tip_color.rgb(), node->m_brush.m_tip_opacity });
m_shape.draw_fill();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
m_points.clear();
break;
}
case kEventType::MouseDownL:
{
node->mouse_capture();
m_dragging = true;
glm::vec3 ro, rd, hit_o, hit_d;
int plane_id;
if (canvas->point_trace(loc, ro, rd, hit_o, hit_d, plane_id))
{
ui::Shape::vertex_t v;
v.pos = glm::vec4(hit_o, 1);
v.uvs = glm::vec2(0);
if (m_points.size() < 3)
{
m_points.push_back(v);
}
else
{
auto last = m_points.back();
m_points.push_back(m_points[0]);
m_points.push_back(last);
m_points.push_back(v);
}
m_shape.update_vertices(m_points.data(), m_points.size());
}
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
int plane_id;
if (m_dragging && canvas->point_trace(loc, ro, rd, hit_o, hit_d, plane_id))
{
ui::Shape::vertex_t v;
v.pos = glm::vec4(hit_o, 1);
v.uvs = glm::vec2(0);
m_points.back() = v;
m_shape.update_vertices(m_points.data(), m_points.size());
}
break;
}
case kEventType::MouseCancel:
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
void CanvasModeFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (!m_points.empty())
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { node->m_brush.m_tip_color.rgb(), node->m_brush.m_tip_opacity });
m_shape.draw_fill();
}
}