canvas pan/zoom, project into canvas using inverse transform, implement eraser (early prototype)

This commit is contained in:
2017-04-09 22:40:38 +01:00
parent 8d35d1f140
commit a82c76ce41
6 changed files with 124 additions and 75 deletions

View File

@@ -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)