added Normal lines mode for perspective aligned lines
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@@ -120,6 +120,7 @@ void CanvasModeLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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break;
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case kEventType::MouseCancel:
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node->mouse_release();
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m_dragging = false;
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break;
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default:
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break;
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@@ -172,6 +173,7 @@ void CanvasModeCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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canvas->m_cam_pos.xy = m_pos_start + (me->m_pos - m_drag_start) * glm::vec2(1, -1) * 0.01f;
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break;
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case kEventType::MouseCancel:
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m_dragging = false;
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node->mouse_release();
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break;
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default:
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@@ -183,15 +185,76 @@ void CanvasModeCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeNormal::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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{
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switch (me->m_type)
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{
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case kEventType::MouseDownL:
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{
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node->mouse_capture();
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glm::vec3 ro, rd, hit_o, hit_d;
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if (canvas->point_trace(loc, ro, rd, hit_o, hit_d, m_plane_id))
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{
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origin = hit_o;
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dir = hit_d;
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m_dragging = true;
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}
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break;
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}
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case kEventType::MouseUpL:
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node->mouse_release();
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m_dragging = false;
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commit();
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break;
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case kEventType::MouseMove:
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{
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glm::vec3 ro, rd, hit_o, hit_d;
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if (m_dragging && canvas->point_trace_plane(loc, ro, rd, hit_o, hit_d, m_plane_id))
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{
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origin = hit_o;
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dir = hit_d;
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m_dragging = true;
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}
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break;
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}
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case kEventType::MouseCancel:
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m_dragging = false;
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node->mouse_release();
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break;
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default:
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break;
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}
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}
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void CanvasModeNormal::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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if (m_dragging)
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{
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ui::ShaderManager::use(ui::kShader::Color);
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ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
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ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
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static glm::vec4 AB[2];
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AB[0] = {origin - dir * 10.f, 1};
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AB[1] = {origin + dir * 10.f, 1 };
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m_line.update_vertices(AB);
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m_line.draw_stroke();
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}
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}
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void CanvasModeNormal::init()
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{
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m_line.create();
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}
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void CanvasModeNormal::commit()
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{
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auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj){
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ui::ShaderManager::use(ui::kShader::Color);
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ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
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ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
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static glm::vec4 AB[2];
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AB[0] = {origin - dir * 10.f, 1};
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AB[1] = {origin + dir * 10.f, 1 };
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m_line.update_vertices(AB);
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m_line.draw_stroke();
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};
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canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
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}
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