added Canvas, Brush, Stroke and CanvasNode classes
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147
engine/canvas.h
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147
engine/canvas.h
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#pragma once
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#include "rtt.h"
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#include "texture.h"
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#include "shader.h"
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#include "shape.h"
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NS_START
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class Brush
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{
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public:
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std::string m_name;
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int id;
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uint16_t m_texture_id;
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};
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class Stroke
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{
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public:
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struct Keypoint
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{
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glm::vec2 pos;
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float pressure;
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};
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int m_layer;
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float m_dist;
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std::shared_ptr<Brush> m_brush;
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std::vector<Keypoint> m_keypoints;
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void add_point(glm::vec2 pos, float pressure)
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{
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m_keypoints.emplace_back();
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m_keypoints.back().pos = pos;
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m_keypoints.back().pressure = pressure;
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}
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};
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class Layer
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{
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public:
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RTT m_rtt;
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bool m_visible = true;
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bool m_locked = false;
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float m_alpha = 1.f;
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std::string m_name;
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bool create(int width, int height, std::string name)
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{
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m_rtt.create(width, height);
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return true;
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}
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};
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class Canvas
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{
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public:
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int m_width;
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int m_height;
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std::vector<Layer> m_layers;
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std::vector<Stroke> m_strokes;
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std::unique_ptr<Layer> m_tmp;
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Stroke* m_current_stroke = nullptr;
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int m_current_layer_idx = 0;
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RTT m_fb;
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Sampler m_sampler;
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Plane m_plane;
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bool 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_tmp = std::make_unique<Layer>();
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m_tmp->create(width, height, "tmp");
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m_fb.create(width, height);
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m_sampler.create();
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m_plane.create<1>(1, 1);
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return true;
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}
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void layer_add(std::string name)
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{
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m_layers.emplace_back();
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m_layers.back().create(m_width, m_height, name);
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}
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void stroke_start(glm::vec2 point, float pressure, std::shared_ptr<Brush> brush)
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{
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m_strokes.emplace_back();
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m_strokes.back().m_brush = brush;
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m_strokes.back().add_point(point, pressure);
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m_current_stroke = &m_strokes.back();
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}
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void stroke_update(glm::vec2 point, float pressure)
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{
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m_current_stroke->add_point(point, pressure);
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m_fb.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glViewport(0, 0, m_width, m_height);
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auto mvp = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f) *
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glm::translate(glm::vec3(point, 0)) *
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glm::scale(glm::vec3(30, 30, 1));
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auto& tex = TextureManager::get(m_current_stroke->m_brush->m_texture_id);
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tex.bind();
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m_sampler.bind(0);
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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m_plane.draw_fill();
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m_sampler.unbind();
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tex.unbind();
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_fb.unbindFramebuffer();
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}
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void stroke_end()
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{
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m_current_stroke = nullptr;
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}
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void clear()
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{
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m_fb.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_width, m_height);
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//
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_fb.unbindFramebuffer();
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}
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};
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NS_END
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