canvas pan/zoom, project into canvas using inverse transform, implement eraser (early prototype)
This commit is contained in:
@@ -57,8 +57,16 @@ void ui::Canvas::stroke_draw()
|
||||
else
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
ShaderManager::use(ui::kShader::Stroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||
if (m_erase)
|
||||
{
|
||||
ShaderManager::use(ui::kShader::StrokeErase);
|
||||
//ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShaderManager::use(ui::kShader::Stroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||
}
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
|
||||
@@ -69,10 +77,6 @@ void ui::Canvas::stroke_draw()
|
||||
glm::scale(glm::vec3(s.size, s.size, 1)) *
|
||||
glm::eulerAngleZ(s.angle);
|
||||
|
||||
//ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
//ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
||||
//m_plane.draw_fill();
|
||||
|
||||
glm::vec4 P[4] {
|
||||
mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
|
||||
mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
|
||||
@@ -104,7 +108,6 @@ void ui::Canvas::stroke_draw()
|
||||
tex_pos.x, tex_pos.y,
|
||||
tex_pos.x, tex_pos.y,
|
||||
tex_sz.x, tex_sz.y);
|
||||
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 10, 10, 10, 10, 200, 200);
|
||||
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
||||
@@ -153,10 +156,17 @@ void ui::Canvas::stroke_commit()
|
||||
m_tex2.bind();
|
||||
m_sampler.bind(0);
|
||||
m_sampler_bg.bind(1);
|
||||
ShaderManager::use(ui::kShader::StrokeLayer);
|
||||
if (m_erase)
|
||||
{
|
||||
ShaderManager::use(ui::kShader::Texture);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShaderManager::use(ui::kShader::StrokeLayer);
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 1);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
|
||||
}
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 1);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
m_plane.draw_fill();
|
||||
m_sampler.unbind();
|
||||
@@ -183,9 +193,20 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
|
||||
m_strokes.back().add_point(point, pressure);
|
||||
m_current_stroke = &m_strokes.back();
|
||||
|
||||
m_tmp.bindFramebuffer();
|
||||
m_tmp.clear({ 0, 0, 0, 0 });
|
||||
m_tmp.unbindFramebuffer();
|
||||
if (m_erase)
|
||||
{
|
||||
m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
|
||||
m_tmp.bindTexture();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||
m_tmp.unbindTexture();
|
||||
m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_tmp.bindFramebuffer();
|
||||
m_tmp.clear({ 0, 0, 0, 0 });
|
||||
m_tmp.unbindFramebuffer();
|
||||
}
|
||||
m_show_tmp = true;
|
||||
}
|
||||
void ui::Canvas::layer_add(std::string name)
|
||||
|
||||
Reference in New Issue
Block a user