implementing color wheel and new color picker
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77
engine/node_colorwheel.cpp
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77
engine/node_colorwheel.cpp
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@@ -0,0 +1,77 @@
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#include "pch.h"
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#include "node_colorwheel.h"
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#include "shader.h"
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Node* NodeColorWheel::clone_instantiate() const
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{
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return new NodeColorWheel;
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}
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void NodeColorWheel::clone_finalize(Node* dest) const
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{
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NodeColorWheel* n = (NodeColorWheel*)dest;
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n->init_controls();
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}
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void NodeColorWheel::init()
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{
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//init_template("color-picker");
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init_controls();
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}
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void NodeColorWheel::init_controls()
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{
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}
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void NodeColorWheel::loaded()
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{
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m_circle.create<64>(.5, .4, ui::Circle::kUVMapping::Tube);
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m_cur_hue.create<16>(.05);
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struct vertex_t { glm::vec4 pos; glm::vec2 uvs; glm::vec4 col; };
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std::vector<vertex_t> vertices;
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float l = 0.4;
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vertices.push_back({{glm::cos(4.f/3.f*glm::pi<float>())*l,glm::sin(4.f/3.f*glm::pi<float>())*l,0,1},{1,-1},{1,1,1,1}});
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vertices.push_back({{glm::cos(2.f/3.f*glm::pi<float>())*l,glm::sin(2.f/3.f*glm::pi<float>())*l,0,1},{0,0},{0,0,0,1}});
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vertices.push_back({{l,0,0,1},{1,1},{1,0,0,1}});
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glGenBuffers(1, &buffers);
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glBindBuffer(GL_ARRAY_BUFFER, buffers);
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glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(vertex_t), vertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenVertexArrays(1, &arrays);
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glBindVertexArray(arrays);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, buffers);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, col));
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glBindVertexArray(0);
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}
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void NodeColorWheel::draw()
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{
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using namespace ui;
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::ColorHue);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ShaderManager::u_int(kShaderUniform::Direction, 0); // set horizontal
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m_circle.draw_fill();
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ShaderManager::use(kShader::ColorTri);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ShaderManager::u_vec4(kShaderUniform::Col, {1, 0, 0, 1});
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GLenum type = GL_TRIANGLES;
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glBindVertexArray(arrays);
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glDrawArrays(type, 0, 3);
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glBindVertexArray(0);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::eulerAngleZ(glm::radians(45.f)) * glm::translate(glm::vec3(.45,0,0)));
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ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
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m_cur_hue.draw_stroke();
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}
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