prepare to draw on multiple planes

This commit is contained in:
2017-04-27 21:13:09 +01:00
parent e6332322b3
commit a6a020a389
4 changed files with 270 additions and 281 deletions

View File

@@ -8,6 +8,44 @@
NS_START
class Layer
{
public:
RTT m_rtt[6];
bool m_visible = true;
bool m_locked = false;
float m_opacity = 1.f;
std::string m_name;
bool create(int width, int height, std::string name)
{
for (int i = 0; i < 6; i++)
{
m_rtt[i].create(width, height);
m_rtt[i].bindFramebuffer();
m_rtt[i].clear();
m_rtt[i].unbindFramebuffer();
}
return true;
}
void clear(const glm::vec4& c)
{
// push clear color state
GLfloat cc[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glClearColor(c.r, c.g, c.b, c.a);
for (int i = 0; i < 6; i++)
{
m_rtt[i].bindFramebuffer();
glClear(GL_COLOR_BUFFER_BIT);
m_rtt[i].unbindFramebuffer();
}
// restore clear color state
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
};
class Canvas
{
Plane m_plane;
@@ -27,9 +65,12 @@ public:
bool m_show_tmp = false;
std::vector<Layer> m_layers;
std::vector<int> m_order;
RTT m_tmp;
Texture2D m_tex;
Texture2D m_tex2;
glm::vec4 m_dirty_box[6];
RTT m_tmp[6];
Texture2D m_tex[6];
Texture2D m_tex2[6];
glm::vec3 m_plane_origin[6];
glm::vec3 m_plane_normal[6];
Sampler m_sampler;
Sampler m_sampler_bg;
glm::vec2 m_cam_rot;
@@ -52,8 +93,9 @@ class ActionStroke : public Action
{
public:
std::unique_ptr<Stroke> m_stroke;
std::unique_ptr<uint8_t[]> m_image;
glm::ivec4 m_box;
std::unique_ptr<uint8_t[]> m_image[6];
glm::ivec4 m_box[6];
bool m_dirty[6];
int m_layer_idx;
Canvas* m_canvas;
virtual void run() override
@@ -62,12 +104,17 @@ public:
}
virtual void undo() override
{
m_canvas->m_layers[m_layer_idx].m_rtt.bindTexture();
for (int i = 0; i < 6; i++)
{
// empty data
if (!m_image[i])
continue;
glm::vec2 box_sz = m_box.zw() - m_box.xy();
glTexSubImage2D(GL_TEXTURE_2D, 0, m_box.x, m_box.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image.get());
m_canvas->m_layers[m_layer_idx].m_rtt.unbindTexture();
m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
glm::vec2 box_sz = m_box[i].zw() - m_box[i].xy();
glTexSubImage2D(GL_TEXTURE_2D, 0, m_box[i].x, m_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
}
}
};