add history to layer create, delete, move, rename, and merge
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@@ -203,7 +203,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(canvas->m_canvas->m_order.size() * 20)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_layers.size() * 20)) *
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canvas->m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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@@ -217,9 +217,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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for (size_t i = 0; i < canvas->m_canvas->m_order.size(); i++)
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for (size_t i = 0; i < canvas->m_canvas->m_layers.size(); i++)
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{
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auto layer_index = canvas->m_canvas->m_order[i];
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auto layer_index = i;
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!(canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index) &&
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@@ -228,7 +228,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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!canvas->m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
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continue;
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int z = (int)(canvas->m_canvas->m_order.size() - i);
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int z = (int)(canvas->m_canvas->m_layers.size() - i);
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(z) * 20.f) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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