implement layers merge down
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@@ -612,6 +612,89 @@ void ui::Canvas::layer_order(int idx, int pos)
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{
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std::swap(m_order[idx], m_order[pos]);
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}
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void ui::Canvas::layer_merge(int source_idx, int dest_idx)
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{
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m_dirty = false;
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// save viewport and clear color states
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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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GLboolean blend = glIsEnabled(GL_BLEND);
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// allocate action to add to history
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auto action = new ActionStroke;
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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for (int i = 0; i < 6; i++)
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{
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if (!m_layers[source_idx].m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[dest_idx].m_rtt[i].bindFramebuffer();
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/*
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// save image before commit
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glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
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*/
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auto& lbox = m_layers[dest_idx].m_dirty_box[i];
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lbox.xy = glm::min(m_layers[source_idx].m_dirty_box[i].xy(), lbox.xy());
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lbox.zw = glm::max(m_layers[source_idx].m_dirty_box[i].zw(), lbox.zw());
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m_layers[dest_idx].m_dirty_face[i] = true;
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// copy to tmp2 for layer blending
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_tex2[i].unbind();
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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{
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ui::ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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glActiveTexture(GL_TEXTURE1);
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m_layers[source_idx].m_rtt[i].bindTexture();
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m_plane.draw_fill();
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m_layers[source_idx].m_rtt[i].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].unbind();
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}
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m_layers[dest_idx].m_rtt[i].unbindFramebuffer();
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}
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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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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glActiveTexture(GL_TEXTURE0);
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/*
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// save history
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action->m_layer_idx = m_current_layer_idx;
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action->m_canvas = this;
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action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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*/
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}
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void ui::Canvas::resize(int width, int height)
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{
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m_width = width;
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