transform tool wip
This commit is contained in:
@@ -314,7 +314,7 @@ void App::initShaders()
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"void main(){\n"
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" uv = uvs;\n"
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" uv_2 = uvs2;\n"
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" q = pos.z;\n"
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" q = pos.w;\n"
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" gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);\n"
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"}\n";
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static const char* shader_stroke_f =
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154
src/canvas.cpp
154
src/canvas.cpp
@@ -374,6 +374,23 @@ void ui::Canvas::stroke_draw()
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stroke_draw_mix(bb_min, bb_sz);
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}
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// P is the initial square centered at the cursor location
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glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);
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glm::vec2 off[4] = {
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-dx - dy, // A - bottom-left
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-dx + dy, // B - top-left
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+dx + dy, // C - top-right
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+dx - dy, // D - bottom-right
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};
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std::vector<vertex_t> B{
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vertex_t{ {0, 0, 1, 1}, {0, 0}, {0, 0} },
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vertex_t{ {0, 0, 1, 1}, {0, 1}, {0, 1} },
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vertex_t{ {0, 0, 1, 1}, {1, 1}, {1, 1} },
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vertex_t{ {0, 0, 1, 1}, {1, 0}, {1, 0} },
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};
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for (int j = 0; j < 4; j++)
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B[j].pos = glm::vec4(xy(s.pos) + off[j] * glm::orientate2(-s.angle), 1, 1);
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glViewport(0, 0, m_width, m_height);
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glActiveTexture(GL_TEXTURE0);
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@@ -414,31 +431,13 @@ void ui::Canvas::stroke_draw()
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// some trigonometric shit, tangent and stuff
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// if (dot < -0.3f)
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// continue;
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glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);
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glm::vec2 off[4] = {
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- dx - dy, // A - bottom-left
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- dx + dy, // B - top-left
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+ dx + dy, // C - top-right
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+ dx - dy, // D - bottom-right
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};
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int intersected = 0;
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int inside = 0;
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// face is the 2d shape of the cube plane i projected onto the window space
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auto face = face_to_shape2D(i);
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// P is the initial square centered at the cursor location
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std::vector<vertex_t> P{
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vertex_t{ {0, 0, 1, 1}, {0, 0}, {0, 0} },
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vertex_t{ {0, 0, 1, 1}, {0, 1}, {0, 1} },
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vertex_t{ {0, 0, 1, 1}, {1, 1}, {1, 1} },
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vertex_t{ {0, 0, 1, 1}, {1, 0}, {1, 0} },
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};
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for (int j = 0; j < 4; j++)
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P[j].pos = glm::vec4(xy(s.pos) + off[j] * glm::orientate2(-s.angle), 1, 1);
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// intersect P with the current face to clip diverging points from the plane
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P = poly_intersect(P, face);
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auto P = poly_intersect(B, face);
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for (int j = 0; j < P.size(); j++)
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{
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@@ -475,7 +474,8 @@ void ui::Canvas::stroke_draw()
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// we need to imitate the same perspective as the once in the camera
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// see: https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/perspective-correct-interpolation-vertex-attributes
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auto hit_cam = m_mv * glm::vec4(hit, 1);
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P[j].pos.z = hit_cam.z;
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P[j].pos.z = 0;
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P[j].pos.w = hit_cam.z;
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P[j].uvs *= hit_cam.z;
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P[j].uvs2 *= hit_cam.z;
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@@ -617,9 +617,31 @@ bool ui::Canvas::point_trace(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ra
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}
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return false;
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}
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/*
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bool ui::Canvas::point_trace_plane(glm::vec2 loc, glm::vec3& hit_pos, glm::vec2& hit_fb_pos, int plane_id)
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{
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auto ln = (loc / zw(m_box)) * 2.f - 1.f;
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auto p = m_plane_unproject[plane_id] * glm::vec4(ln, 1, 1);
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if (p.w <= 0)
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{
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return true;
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}
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return false;
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}
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*/
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bool ui::Canvas::point_trace_plane(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
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glm::vec3& hit_pos, glm::vec3& hit_normal, glm::vec2& hit_fb_pos, int plane_id)
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{
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/*
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auto ln = (loc / zw(m_box)) * 2.f - 1.f;
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auto p = m_plane_unproject[plane_id] * glm::vec4(ln, 1, 1);
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if (p.w <= 0)
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{
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return true;
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}
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*/
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point_unproject(loc, { 0, 0, zw(m_box) }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 hit;
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glm::vec2 fb_pos;
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@@ -655,7 +677,19 @@ void ui::Canvas::point_unproject(glm::vec2 loc, glm::vec3& out_origin, glm::vec3
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auto wp1 = inv * glm::vec4(clip_space, .5, 1);
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out_origin = xyz(wp0 / wp0.w);
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out_dir = glm::normalize(xyz(wp1 / wp1.w) - out_origin);
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};
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}
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glm::vec3 ui::Canvas::point_trace(glm::vec2 loc)
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{
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glm::vec3 ray_origin;
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glm::vec3 ray_dir;
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glm::vec3 hit_pos;
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glm::vec3 hit_normal;
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glm::vec2 fb_pos;
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int plane_id;
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if (point_trace(loc, ray_origin, ray_dir, hit_pos, fb_pos, hit_normal, plane_id))
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return hit_pos;
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return glm::vec3(0);
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}
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void ui::Canvas::stroke_commit()
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{
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if (!m_dirty || m_layers.empty())
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@@ -962,6 +996,7 @@ void ui::Canvas::resize(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_size = { width, height };
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for (int i = 0; i < 6; i++)
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{
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#if defined(__IOS__) || defined(__ANDROID__)
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@@ -982,6 +1017,7 @@ bool ui::Canvas::create(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_size = { width, height };
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for (int i = 0; i < 6; i++)
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{
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#if defined(__IOS__) || defined(__ANDROID__)
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@@ -2018,7 +2054,7 @@ void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const
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glViewport(0, 0, layer.w, layer.h);
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glDisable(GL_BLEND);
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .1f, 100.f);
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .1f, 1000.f);
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for (int i = 0; i < 6; i++)
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{
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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@@ -2129,38 +2165,38 @@ std::vector<vertex_t> ui::Canvas::triangulate_simple(const std::vector<vertex_t>
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std::vector<vertex_t> ui::Canvas::triangulate(const std::vector<glm::vec2>& points)
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{
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std::vector<std::shared_ptr<p2t::Point>> tmp;
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std::vector<vertex_t> tmp;
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for (auto pt : points)
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tmp.push_back(std::make_shared<p2t::Point>(pt.x, pt.y));
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tmp.push_back(pt);
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return triangulate(tmp);
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}
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std::vector<vertex_t> ui::Canvas::triangulate(const std::vector<std::shared_ptr<p2t::Point>>& points)
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std::vector<vertex_t> ui::Canvas::triangulate(const std::vector<vertex_t>& points)
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{
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struct Segment
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{
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std::shared_ptr<p2t::Point> a = nullptr;
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std::shared_ptr<p2t::Point> b = nullptr;
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const vertex_t* a = nullptr;
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const vertex_t* b = nullptr;
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Segment* prev = nullptr;
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std::shared_ptr<Segment> next = nullptr;
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bool end = false;
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};
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std::vector<std::shared_ptr<vertex_t>> new_points;
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std::shared_ptr<Segment> root = std::make_shared<Segment>();
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std::shared_ptr<Segment> node = root;
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for (int i = 0; i < points.size(); i++)
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{
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node->a = points[i];
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node->a = &points[i];
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if (i == points.size() - 1)
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{
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node->b = points[0];
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node->b = &points[0];
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node->next = root;
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node->end = true;
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root->prev = node.get();
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}
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else
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{
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node->b = points[i + 1];
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node->b = &points[i + 1];
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node->next = std::make_shared<Segment>();
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node->next->prev = node.get();
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}
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@@ -2181,21 +2217,25 @@ std::vector<vertex_t> ui::Canvas::triangulate(const std::vector<std::shared_ptr<
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std::shared_ptr<Segment> other = node->next;
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while (other)
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{
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if (*node->a == *other->a || *node->a == *other->b ||
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*node->b == *other->a || *node->b == *other->b)
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if (node->a->pos == other->a->pos || node->a->pos == other->b->pos ||
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node->b->pos == other->a->pos || node->b->pos == other->b->pos)
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{
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other = other->end ? nullptr : other->next;
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continue;
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}
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glm::vec2 s0a(node->a->x, node->a->y);
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glm::vec2 s0b(node->b->x, node->b->y);
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glm::vec2 s1a(other->a->x, other->a->y);
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glm::vec2 s1b(other->b->x, other->b->y);
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glm::vec2 s0a(node->a->pos);
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glm::vec2 s0b(node->b->pos);
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glm::vec2 s1a(other->a->pos);
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glm::vec2 s1b(other->b->pos);
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glm::vec2 hit_uv;
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glm::vec2 is;
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if (segments_intersect(s0a, s0b, s1a, s1b, is, hit_uv))
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{
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auto p = std::make_shared<p2t::Point>(is.x, is.y);
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new_points.push_back(std::make_unique<vertex_t>());
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auto p = new_points.back().get();
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p->pos = glm::lerp(node->a->pos, node->b->pos, hit_uv.x);
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p->uvs = glm::lerp(node->a->uvs, node->b->uvs, hit_uv.x);
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p->uvs2 = glm::lerp(node->a->uvs2, node->b->uvs2, hit_uv.x);
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auto poly_root = std::make_shared<Segment>();
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poly_root->a = p;
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poly_root->b = node->b;
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@@ -2219,43 +2259,49 @@ std::vector<vertex_t> ui::Canvas::triangulate(const std::vector<std::shared_ptr<
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}
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}
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std::vector<vertex_t> vertices;
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std::vector<vertex_t> ret;
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for (auto poly : polys)
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{
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std::vector<p2t::Point*> outline;
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std::vector<const vertex_t*> outline;
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node = poly;
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while (node)
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{
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outline.push_back(new p2t::Point(*node->a));
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if (outline.empty() || // if empty insert right away
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outline.back() != node->a && // insert only if different than the last post
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(outline.front() != node->a || !node->end)) // if is the end check against the first one
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{
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outline.push_back(node->a);
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}
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auto current = node;
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node = node->end ? nullptr : node->next;
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current->next = nullptr;
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}
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//LOG("poly %zu", outline.size());
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if (outline.size() > 2)
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{
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p2t::CDT* cdt = new p2t::CDT(outline);
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std::vector<p2t::Point> points(outline.size());
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std::vector<p2t::Point*> points_ptr(outline.size());
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for (size_t i = 0; i < outline.size(); i++)
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{
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points[i] = { outline[i]->pos.x, outline[i]->pos.y };
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points_ptr[i] = &points[i];
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}
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p2t::CDT* cdt = new p2t::CDT(points_ptr); // TODO: remove duplicates
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cdt->Triangulate();
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auto tr = cdt->GetTriangles();
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for (auto t : tr)
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{
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vertex_t vertex;
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for (int i = 0; i < 3; i++)
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{
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auto p = t->GetPoint(i);
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vertex.pos = glm::vec4(p->x, p->y, 0, 1);
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vertices.push_back(vertex);
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auto index = std::distance(points.data(), t->GetPoint(i));
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ret.push_back(*outline[index]);
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}
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}
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}
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}
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delete cdt;
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}
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for (auto p : outline)
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delete p;
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}
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return vertices;
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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@@ -122,6 +122,7 @@ public:
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glm::vec4 m_box{ 0 };
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glm::vec4 m_vp{ 0 };
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glm::vec2 m_pan{ 0 };
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glm::vec2 m_size{ 0 };
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int m_width = 0;
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int m_height = 0;
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bool m_use_instanced = false;
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@@ -229,12 +230,13 @@ public:
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void point_unproject(glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj,
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glm::vec3 &out_origin, glm::vec3 &out_dir);
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void point_unproject(glm::vec2 loc, glm::vec3 &out_origin, glm::vec3 &out_dir);
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glm::vec3 point_trace(glm::vec2 loc);
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bool point_trace(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
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glm::vec3& hit_pos, glm::vec2& fb_pos, glm::vec3& hit_normal, int& out_plane_id);
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bool point_trace_plane(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
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glm::vec3& hit_pos, glm::vec3& hit_normal, glm::vec2& hit_fb_pos, int plane_id);
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std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices);
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std::vector<vertex_t> triangulate(const std::vector<std::shared_ptr<p2t::Point>>& points);
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std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points);
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std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points);
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void project2Dpoints(std::vector<vertex_t>& vertices);
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glm::vec3 project2Dpoint(glm::vec2 pt);
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@@ -603,9 +603,9 @@ void CanvasModeMaskLine::leave()
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{
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if (m_points2d.size() > 3)
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{
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std::vector<std::shared_ptr<p2t::Point>> points;
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std::vector<vertex_t> points;
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for (int i = 0; i < (int)m_points2d.size(); i++)
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points.emplace_back(std::make_shared<p2t::Point>(m_points2d[i].x, m_points2d[i].y));
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points.emplace_back(m_points2d[i]);
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auto v = canvas->triangulate(points);
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canvas->project2Dpoints(v);
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LOG("%d points", (int)v.size());
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@@ -844,6 +844,106 @@ void CanvasModeTransform::init()
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m_sphere.create(1.f, glm::radians(-10.f), glm::radians(10.f), glm::radians(-10.f), glm::radians(10.f), 1.f);
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m_circle.create<16>(1.f);
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m_shape.create();
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m_xform = glm::mat4(1);
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}
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void CanvasModeTransform::enter()
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{
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auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
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int plane = 0;
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auto face = canvas->face_to_shape2D(plane);
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auto shape2d = poly_intersect(m->m_points2d, face);
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std::vector<vertex_t> shape3d;
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shape3d.reserve(shape2d.size());
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glm::vec2 bb_min(canvas->m_size);
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glm::vec2 bb_max(0, 0);
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glm::vec2 midpoint(0);
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for (auto p2d : shape2d)
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{
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//p2d.y = canvas->m_box.w - p2d.y - 1;
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auto p2d_clip = ((p2d / zw(canvas->m_box)) * 2.f - 1.f) * glm::vec2(1, -1);
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auto p3d_plane = canvas->m_plane_unproject[plane] * glm::vec4(p2d_clip, 0, 1);
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auto p2d_plane = (-xy(p3d_plane) / p3d_plane.z)/* * glm::vec2(-1, 1)*/;
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auto p2d_plane_raster = (p2d_plane * 0.5f + 0.5f) * canvas->m_size;
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auto p3d_world = canvas->m_plane_transform[plane] * glm::vec4(p2d_plane, -1, 1);
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bb_min = glm::min(bb_min, p2d_plane_raster);
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bb_max = glm::max(bb_max, p2d_plane_raster);
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//p2d.y = canvas->m_box.w - p2d.y - 1;
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midpoint += p2d;
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glm::vec3 pt_o, pt_d;
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canvas->point_unproject(p2d, pt_o, pt_d);
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vertex_t v;
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v.pos = glm::vec4(xyz(p3d_world), 1);
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v.uvs = p2d_plane_raster;
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shape3d.push_back(v);
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}
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auto bb_sz = bb_max - bb_min;
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auto bb_center = (bb_min + bb_max) * 0.5f;
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midpoint = midpoint / (float)shape2d.size();
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auto center3d = canvas->point_trace(midpoint);
|
||||
auto cam_up = glm::inverse(canvas->m_mv) * glm::vec4(0, 1, 0, 1);
|
||||
m_xform = glm::lookAt({ 0, 0, 0 }, canvas->point_trace(midpoint), xyz(cam_up));
|
||||
for (auto& v : shape3d)
|
||||
{
|
||||
v.uvs = (v.uvs - bb_min) / bb_sz;
|
||||
v.pos = m_xform * v.pos;
|
||||
}
|
||||
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, canvas->point_trace(midpoint), xyz(cam_up)));
|
||||
|
||||
shape3d = canvas->triangulate(shape3d);
|
||||
m_shape.update_vertices(shape3d.data(), shape3d.size());
|
||||
|
||||
canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane].bindFramebuffer();
|
||||
m_tex.create(bb_sz.x, bb_sz.y);
|
||||
m_tex.bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
|
||||
m_tex.unbind();
|
||||
canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane].unbindFramebuffer();
|
||||
}
|
||||
|
||||
void CanvasModeTransform::leave()
|
||||
{
|
||||
auto& layer = canvas->m_layers[canvas->m_current_layer_idx];
|
||||
|
||||
GLint vp[4];
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glViewport(0, 0, layer.w, layer.h);
|
||||
|
||||
bool depth = glIsEnabled(GL_DEPTH_TEST);
|
||||
bool blend = glIsEnabled(GL_BLEND);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
//glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f);
|
||||
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
|
||||
layer.m_rtt[i].bindFramebuffer();
|
||||
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * plane_camera * m_xform);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 1, 1, .1 });
|
||||
m_shape.draw_fill();
|
||||
|
||||
ui::ShaderManager::use(ui::kShader::Texture);
|
||||
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * plane_camera * m_xform);
|
||||
m_tex.bind();
|
||||
canvas->m_sampler.bind(0);
|
||||
m_shape.draw_fill();
|
||||
m_tex.unbind();
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
||||
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
}
|
||||
|
||||
void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
|
||||
@@ -860,33 +960,39 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
|
||||
auto p = glm::vec3(x, y, z);
|
||||
//auto m = glm::inverse(glm::lookAt({ 0, 0, 0 }, m_center_pos, { 0, 1, 0 }));
|
||||
|
||||
//auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
|
||||
auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
|
||||
|
||||
auto rot = glm::inverse(glm::lookAt(glm::vec3(0), m_origin, { 0, 1, 0 }));
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera * rot);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
m_sphere.draw_fill();
|
||||
//m_sphere.draw_fill();
|
||||
|
||||
for (auto pt : m_points2d)
|
||||
{
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, ortho * glm::translate(glm::vec3(pt, 0)) * glm::scale(glm::vec3(5.f)));
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 1, 1, 1 });
|
||||
m_circle.draw_fill();
|
||||
}
|
||||
auto face = canvas->face_to_shape2D(0);
|
||||
auto shape = poly_intersect(m->m_points2d, face);
|
||||
|
||||
// for (auto pt : shape)
|
||||
// {
|
||||
// pt.y = canvas->m_box.w - pt.y - 1;
|
||||
// ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, ortho * glm::translate(glm::vec3(pt, 0)) * glm::scale(glm::vec3(5.f)));
|
||||
// ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 1, 1, 1 });
|
||||
// m_circle.draw_fill();
|
||||
// }
|
||||
|
||||
//ui::ShaderManager::use(ui::kShader::UVs);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera * m_xform);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 1, 1, .1 });
|
||||
m_shape.draw_fill();
|
||||
|
||||
ui::ShaderManager::use(ui::kShader::StrokePreview);
|
||||
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
|
||||
ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, canvas->m_current_brush.m_tip_flow);
|
||||
auto tip_color = glm::vec4(glm::vec3(canvas->m_current_brush.m_tip_color), 1);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, tip_color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, ortho);
|
||||
glEnable(GL_BLEND);
|
||||
ui::ShaderManager::use(ui::kShader::Texture);
|
||||
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera * m_xform);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
auto& tex = TextureManager::get(canvas->m_current_brush.m_tex_id);
|
||||
tex.bind();
|
||||
m_tex.bind();
|
||||
canvas->m_sampler.bind(0);
|
||||
m_shape.draw_fill();
|
||||
tex.unbind();
|
||||
m_tex.unbind();
|
||||
|
||||
if (depth) glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
@@ -896,86 +1002,39 @@ void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
switch (me->m_type)
|
||||
{
|
||||
case kEventType::MouseDownR:
|
||||
//m_origin = canvas->project2Dpoint(loc);
|
||||
{
|
||||
auto p = loc;
|
||||
// flip the y coordinate to match opengl Y up
|
||||
p.y = canvas->m_box.w - loc.y - 1;
|
||||
//LOG("loc %f %f", p.x, p.y);
|
||||
auto ln = (p / zw(canvas->m_box)) * 2.f - 1.f;
|
||||
|
||||
glm::vec3 ro, rd, hit_o, hit_d;
|
||||
glm::vec2 hit_fb;
|
||||
canvas->point_trace_plane(loc, ro , rd, hit_o, hit_d, hit_fb, 0);
|
||||
|
||||
//LOG("hit plane %f %f %f", hit_o.x, hit_o.y, hit_o.z);
|
||||
auto plane2cam = canvas->m_proj * canvas->m_mv * canvas->m_plane_transform[0] * glm::vec4(hit_o, 1);
|
||||
plane2cam = plane2cam / plane2cam.w;
|
||||
|
||||
auto p3d_back = glm::inverse(canvas->m_proj * canvas->m_mv * canvas->m_plane_transform[0]) * plane2cam;
|
||||
p3d_back = p3d_back / p3d_back.w;
|
||||
//LOG("\nloc nor %f %f", ln.x, ln.y);
|
||||
//LOG("plane2cam %f %f %f %f", plane2cam.x, plane2cam.y, plane2cam.z, plane2cam.w);
|
||||
//LOG("\ncam2plane inv %f %f %f %f", p3d_back.x, p3d_back.y, p3d_back.z, p3d_back.w);
|
||||
|
||||
auto loc_back = glm::inverse(canvas->m_proj * canvas->m_mv * canvas->m_plane_transform[0]) * glm::vec4(ln, 1, 1);
|
||||
loc_back = loc_back / loc_back.z;
|
||||
//LOG("loc inv %f %f %f %f", loc_back.x, loc_back.y, loc_back.z, loc_back.w);
|
||||
|
||||
auto p2d = (xy(plane2cam) * 0.5f + 0.5f) * zw(canvas->m_box);
|
||||
p2d.y = canvas->m_box.w - p2d.y - 1;
|
||||
//LOG("vp %f %f", p2d.x, p2d.y);
|
||||
|
||||
auto loc_vp = (xy(loc_back) * glm::vec2(-1, -1) * 0.5f + 0.5f) * glm::vec2(canvas->m_width, canvas->m_height);
|
||||
|
||||
LOG("trc fb %f %f", hit_fb.x, hit_fb.y);
|
||||
LOG("prj vp %f %f", loc_vp.x, loc_vp.y);
|
||||
|
||||
LOG("trc dir %f %f %f", hit_d.x, hit_d.y, hit_d.z);
|
||||
LOG("prj dir %f %f %f", canvas->m_plane_dir[0].x, canvas->m_plane_dir[0].y, canvas->m_plane_dir[0].z);
|
||||
|
||||
LOG("------------------------------------------");
|
||||
// convert to normalized cube space
|
||||
//auto p3d = glm::vec4((p / zw(canvas->m_box)) * 2.f - 1.f, 1, 1);
|
||||
//auto m = glm::inverse(canvas->m_proj * canvas->m_mv * canvas->m_plane_transform[0]);
|
||||
//p3d = p3d * m;
|
||||
//p3d = p3d / p3d.w;
|
||||
//auto p3d = glm::unProject(glm::vec3(loc, 1), canvas->m_mv * canvas->m_plane_transform[0], canvas->m_proj, canvas->m_vp);
|
||||
//p3d = p3d / p3d.z;
|
||||
|
||||
/*
|
||||
{
|
||||
double sum = 0;
|
||||
auto start = std::chrono::steady_clock::now();
|
||||
for (int i = 0; i < 10000000; i++)
|
||||
{
|
||||
glm::vec3 ro, rd, hit_o, hit_d;
|
||||
glm::vec2 hit_fb;
|
||||
canvas->point_trace_plane(loc, ro, rd, hit_o, hit_d, hit_fb, 0);
|
||||
sum += hit_fb.x;
|
||||
}
|
||||
auto t1 = std::chrono::steady_clock::now();
|
||||
auto m = glm::inverse(canvas->m_proj * canvas->m_mv * canvas->m_plane_transform[0]);
|
||||
for (int i = 0; i < 10000000; i++)
|
||||
{
|
||||
auto loc_back = m * glm::vec4(ln, 1, 1);
|
||||
loc_back = loc_back / loc_back.z;
|
||||
//auto loc_vp = (xy(loc_back) * glm::vec2(-1, -1) * 0.5f + 0.5f) * glm::vec2(canvas->m_width, canvas->m_height);
|
||||
sum += loc_back.x;
|
||||
}
|
||||
auto t2 = std::chrono::steady_clock::now();
|
||||
LOG("t1 %d", (int)std::chrono::duration_cast<std::chrono::milliseconds>(t1 - start).count());
|
||||
LOG("t2 %d", (int)std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1).count());
|
||||
LOG("sum %f", sum);
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
break;
|
||||
case kEventType::MouseMove:
|
||||
case kEventType::MouseUpL:
|
||||
m_dragging = false;
|
||||
break;
|
||||
case kEventType::MouseDownL:
|
||||
m_dragging = true;
|
||||
m_drag_start = loc;
|
||||
m_drag_xform = m_xform;
|
||||
//m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, canvas->point_trace(loc), { 0, 1, 0 }));
|
||||
break;
|
||||
case kEventType::MouseMove:
|
||||
{
|
||||
if (m_dragging)
|
||||
{
|
||||
//auto diff = glm::radians(loc - m_drag_start) * 0.1f;
|
||||
//auto m = glm::eulerAngleXY(-diff.y, -diff.x);
|
||||
//m_xform = m * m_drag_xform;
|
||||
auto cam_up = glm::inverse(canvas->m_mv) * glm::vec4(0, 1, 0, 1);
|
||||
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, canvas->point_trace(loc), xyz(cam_up)));
|
||||
}
|
||||
{
|
||||
auto p2d = loc;
|
||||
//p2d.y = canvas->m_box.w - p2d.y - 1;
|
||||
auto p2d_clip = ((p2d / zw(canvas->m_box)) * 2.f - 1.f) * glm::vec2(1, -1);
|
||||
auto p3d_plane = canvas->m_plane_unproject[0] * glm::vec4(p2d_clip, 0, 1);
|
||||
auto p2d_plane = -p3d_plane / p3d_plane.z;
|
||||
// auto p3d_world = canvas->m_plane_transform[0] * glm::vec4(p2d_plane, -1, 1);
|
||||
int x = 0;
|
||||
LOG("pt %f %f %f %f", p2d_plane.x, p2d_plane.y, p2d_plane.z, p2d_plane.w);
|
||||
}
|
||||
|
||||
auto m = glm::lookAt(glm::vec3(0), m_origin, { 0, 1, 0 });
|
||||
m_center_point = m * glm::vec4(canvas->project2Dpoint(loc), 1);
|
||||
|
||||
@@ -997,7 +1056,6 @@ void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
m_points2d.clear();
|
||||
if (!poly.empty())
|
||||
{
|
||||
//LOG("size %d", (int)is.size());
|
||||
std::vector<std::shared_ptr<p2t::Point>> points;
|
||||
for (auto& v : poly)
|
||||
{
|
||||
@@ -1005,8 +1063,8 @@ void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
m_points2d.push_back(v.pos);
|
||||
points.push_back(std::make_shared<p2t::Point>(v.pos.x, v.pos.y));
|
||||
}
|
||||
auto vert = canvas->triangulate_simple(poly);
|
||||
m_shape.update_vertices(vert.data(), vert.size());
|
||||
auto vert = canvas->triangulate(poly);
|
||||
//m_shape.update_vertices(vert.data(), vert.size());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "event.h"
|
||||
#include "shape.h"
|
||||
#include "brush.h"
|
||||
#include "texture.h"
|
||||
#include <poly2tri.h>
|
||||
|
||||
NS_START
|
||||
@@ -114,6 +115,7 @@ public:
|
||||
|
||||
class CanvasModeMaskFree : public CanvasMode
|
||||
{
|
||||
friend class CanvasModeTransform;
|
||||
ui::DynamicShape m_shape;
|
||||
bool m_dragging = false;
|
||||
std::vector<vertex_t> m_points;
|
||||
@@ -147,11 +149,15 @@ class CanvasModeTransform : public CanvasMode
|
||||
ui::DynamicShape m_shape;
|
||||
ui::Sphere m_sphere;
|
||||
ui::Circle m_circle;
|
||||
Texture2D m_tex;
|
||||
glm::vec3 m_origin{0, 0, 1 };
|
||||
glm::vec3 m_center_point;
|
||||
glm::vec2 m_center_point_uv;
|
||||
glm::mat4 m_xform;
|
||||
int m_counter = 0;
|
||||
bool m_dragging = false;
|
||||
glm::vec2 m_drag_start;
|
||||
glm::mat4 m_drag_xform;
|
||||
std::vector<vertex_t> m_points;
|
||||
std::vector<glm::vec2> m_points2d;
|
||||
std::map<int, int> m_dirty_planes;
|
||||
@@ -161,6 +167,6 @@ public:
|
||||
virtual void on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) override;;
|
||||
virtual void on_MouseEvent(MouseEvent* me, glm::vec2& loc) override;;
|
||||
virtual void init() override;;
|
||||
//virtual void enter() override;
|
||||
//virtual void leave() override;
|
||||
virtual void enter() override;
|
||||
virtual void leave() override;
|
||||
};
|
||||
|
||||
@@ -101,7 +101,8 @@ void NodeCanvas::draw()
|
||||
|
||||
for (int plane_index = 0; plane_index < 6; plane_index++)
|
||||
{
|
||||
m_canvas->m_plane_unproject[plane_index] = glm::inverse(m_canvas->m_proj * m_canvas->m_mv * m_canvas->m_plane_transform[0]);
|
||||
glm::mat4 plane_camera = glm::lookAt(m_canvas->m_plane_origin[plane_index], m_canvas->m_plane_normal[plane_index], m_canvas->m_plane_tangent[plane_index]);
|
||||
m_canvas->m_plane_unproject[plane_index] = glm::inverse(m_canvas->m_proj * m_canvas->m_mv * m_canvas->m_plane_transform[plane_index]);
|
||||
m_canvas->m_plane_dir[plane_index] = -(m_canvas->m_plane_transform[plane_index] * glm::vec4(m_canvas->m_plane_origin[plane_index], 1));
|
||||
auto plane_mvp = proj * camera *
|
||||
glm::scale(glm::vec3(m_canvas->m_order.size() + 500)) *
|
||||
|
||||
Reference in New Issue
Block a user