drag canvas, render layers and tmp, add/select layer, opacity for layer, color bucket filler
This commit is contained in:
@@ -338,6 +338,24 @@ void App::initLayout()
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on_stroke_change();
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};
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layers->on_layer_add = [this](Node*) {
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canvas->m_canvas->layer_add("asd");
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};
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layers->on_layer_change = [this](Node*, int old_idx, int new_idx) {
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canvas->m_canvas->m_current_layer_idx = new_idx;
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};
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layers->on_layer_opacity_changed = [this](Node*, int idx, float value) {
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canvas->m_canvas->m_layers[idx].m_opacity = value;
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};
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if (auto* button = layout[main_id]->find<NodeButtonCustom>("btn-bucket"))
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{
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button->on_click = [this](Node*) {
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canvas->m_canvas->clear(canvas->m_brush.m_tip_color);
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};
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}
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if (auto* button = layout[main_id]->find<NodeButtonCustom>("btn-stroke"))
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{
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button->on_click = [this](Node*) {
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@@ -76,7 +76,7 @@ public:
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RTT m_rtt;
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bool m_visible = true;
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bool m_locked = false;
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float m_alpha = 1.f;
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float m_opacity = 1.f;
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std::string m_name;
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bool create(int width, int height, std::string name)
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{
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@@ -2,25 +2,16 @@
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#include "log.h"
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#include "canvas.h"
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void ui::Canvas::clear()
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void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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{
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m_fb.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 0);
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glClearColor(c.r, c.g, c.b, c.a);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_width, m_height);
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//
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_fb.unbindFramebuffer();
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m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
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}
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void ui::Canvas::stroke_end()
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{
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@@ -45,6 +36,7 @@ void ui::Canvas::stroke_draw()
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glViewport(0, 0, m_width, m_height);
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auto proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
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auto m_brush = m_current_stroke->m_brush;
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auto samples = m_current_stroke->compute_samples();
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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@@ -107,7 +99,7 @@ void ui::Canvas::stroke_draw()
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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@@ -140,7 +132,7 @@ void ui::Canvas::stroke_commit()
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return;
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m_dirty = false;
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m_fb.bindFramebuffer();
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m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
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// copy to tmp2 for layer blending
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m_tex2.bind();
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@@ -164,7 +156,7 @@ void ui::Canvas::stroke_commit()
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ShaderManager::use(ui::kShader::StrokeLayer);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity); // TODO: if using opacity in commit, update blending to match the preview when rendering m_tmp in NodeCanvas
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ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_plane.draw_fill();
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m_sampler.unbind();
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@@ -178,7 +170,7 @@ void ui::Canvas::stroke_commit()
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_fb.unbindFramebuffer();
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m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
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}
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void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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{
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@@ -205,21 +197,21 @@ void ui::Canvas::resize(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_tmp.create(width, height);
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m_fb.create(width, height);
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m_tex.create(width, height);
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m_tex2.create(width, height);
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// m_tmp.create(width, height);
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// m_fb.create(width, height);
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// m_tex.create(width, height);
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// m_tex2.create(width, height);
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}
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bool ui::Canvas::create(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_tmp.create(width, height);
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m_fb.create(width, height);
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//m_fb.create(width, height);
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m_tex.create(width, height);
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m_tex2.create(width, height); // TODO: destroy before recreating
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m_sampler.create(GL_LINEAR, GL_CLAMP_TO_EDGE);
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m_sampler_bg.create(GL_NEAREST, GL_CLAMP_TO_EDGE);
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m_sampler.create();
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m_sampler_bg.create();
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m_plane.create<1>(1, 1);
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m_mesh.create();
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return true;
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@@ -11,18 +11,18 @@ class Canvas
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{
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Plane m_plane;
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BrushMesh m_mesh;
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int m_current_layer_idx = 0;
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bool m_dirty = false;
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public:
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int m_width;
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int m_height;
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bool m_use_instanced = false;
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int m_current_layer_idx = 0;
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Stroke* m_current_stroke = nullptr;
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bool m_show_tmp = false;
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std::vector<Layer> m_layers;
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std::vector<Stroke> m_strokes;
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RTT m_tmp;
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RTT m_fb;
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//RTT m_fb;
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Texture2D m_tex;
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Texture2D m_tex2;
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Sampler m_sampler;
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@@ -36,7 +36,7 @@ public:
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void stroke_draw();
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void stroke_end();
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void stroke_commit();
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void clear();
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void clear(const glm::vec4& color = { 0, 0, 0, 1 });
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};
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NS_END
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@@ -213,8 +213,8 @@ void Node::update_internal(const glm::vec2& origin, const glm::mat4& proj)
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float pl = 0;//YGNodeLayoutGetPadding(parent->y_node, YGEdgeLeft);
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glm::vec2 off_p(pl, pt);
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glm::vec2 off_s(pr, pb);
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m_clip = glm::vec4(m_pos - off_p, m_size + off_p + off_s);
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m_clip = rect_intersection(m_clip, parent->m_clip);
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m_clip_uncut = glm::vec4(m_pos - off_p, m_size + off_p + off_s);
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m_clip = rect_intersection(m_clip_uncut, parent->m_clip);
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}
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else
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{
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@@ -175,6 +175,7 @@ public:
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glm::vec2 m_pos;
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glm::vec2 m_size;
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glm::vec4 m_clip;
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glm::vec4 m_clip_uncut;
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std::string m_name;
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bool m_display = true;
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Node(const Node&) = delete;
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@@ -212,6 +213,7 @@ public:
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void SetHeight(float value) { YGNodeStyleSetHeight(y_node, value); }
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void SetHeightP(float value) { YGNodeStyleSetHeightPercent(y_node, value); }
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void SetSize(glm::vec2 value) { SetWidth(value.x); SetHeight(value.y); }
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void SetSize(float w, float h) { SetWidth(w); SetHeight(h); }
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void SetPadding(float t, float r, float b, float l)
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{
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@@ -232,6 +234,10 @@ public:
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YGNodeStyleSetPosition(y_node, YGEdgeTop, t);
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YGNodeStyleSetPosition(y_node, YGEdgeLeft, l);
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}
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void SetPosition(const glm::vec2 pos)
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{
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SetPosition(pos.x, pos.y);
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}
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void SetFlexGrow(float value) { YGNodeStyleSetFlexGrow(y_node, value); }
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void SetFlexShrink(float value) { YGNodeStyleSetFlexShrink(y_node, value); }
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@@ -1259,6 +1265,7 @@ class NodeLayer : public NodeBorder
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{
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public:
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std::function<void(NodeLayer* target)> on_selected;
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std::function<void(NodeLayer* target, float opacity)> on_opacity_changed;
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bool m_selected = false;
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glm::vec4 m_color_normal = glm::vec4(.4, .4, .4, 1);
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glm::vec4 m_color_selected = glm::vec4(.3, .3, .3, 1);
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@@ -1266,6 +1273,7 @@ public:
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std::string m_label_text;
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NodeText* m_label;
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NodeCheckBox* m_visibility;
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NodeSliderH* m_opacity;
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virtual Node* clone_instantiate() const override { return new NodeLayer(); }
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virtual void clone_children(Node* dest) const override
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{
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@@ -1289,6 +1297,7 @@ public:
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m_thinkness = m_template->m_thinkness;
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m_label = find<NodeText>("label");
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m_visibility = find<NodeCheckBox>("cb");
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m_opacity = find<NodeSliderH>("sl-opacity");
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}
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virtual void parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* attr) override
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{
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@@ -1309,6 +1318,10 @@ public:
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NodeBorder::loaded();
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if (!m_label_text.empty())
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m_label->set_text(m_label_text.c_str());
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m_opacity->on_value_changed = [this](Node*, float value) {
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if (on_opacity_changed)
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on_opacity_changed(this, value);
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};
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}
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virtual kEventResult handle_event(Event* e) override
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{
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@@ -1354,6 +1367,7 @@ class NodePanelLayer : public Node
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int id_counter = 0;
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public:
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std::function<void(Node* target, int old_idx, int new_idx)> on_layer_change;
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std::function<void(Node* target, int idx, float value)> on_layer_opacity_changed;
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std::function<void(Node* target, int index)> on_layer_delete;
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std::function<void(Node* target)> on_layer_add;
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NodeLayer* m_current_layer = nullptr;
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@@ -1411,6 +1425,7 @@ public:
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l->loaded();
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l->set_name(name);
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l->on_selected = std::bind(&NodePanelLayer::handle_layer_selected, this, std::placeholders::_1);
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l->on_opacity_changed = std::bind(&NodePanelLayer::handle_layer_opacity, this, std::placeholders::_1, std::placeholders::_2);
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m_layers.push_back(l);
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if (on_layer_add)
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on_layer_add(this);
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@@ -1429,6 +1444,11 @@ public:
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if (on_layer_change)
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on_layer_change(this, -1, i);
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}
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void handle_layer_opacity(NodeLayer* target, float value)
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{
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if (on_layer_opacity_changed)
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on_layer_opacity_changed(this, m_layers_container->get_child_index(target), value);
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}
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void handle_layer_selected(NodeLayer* target)
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{
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if (m_current_layer)
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@@ -1850,6 +1870,9 @@ public:
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class NodeCanvas : public Node
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{
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bool m_dragging = false;
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bool m_draggingR = false;
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glm::vec2 m_dragR_start;
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glm::vec2 m_pan_start;
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public:
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std::unique_ptr<ui::Canvas> m_canvas;
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ui::Brush m_brush;
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@@ -1860,8 +1883,12 @@ public:
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m_mouse_ignore = false;
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m_canvas = std::make_unique<ui::Canvas>();
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m_canvas->create(512, 512);
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m_canvas->layer_add("asd");
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m_canvas->clear();
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m_sampler.create();
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SetPositioning(YGPositionTypeAbsolute);
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SetPosition(100, 100);
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SetSize({ 512, 512 });
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}
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virtual void draw() override
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{
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@@ -1874,10 +1901,10 @@ public:
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(1, 1, 1, 1);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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float zoom = root()->m_zoom;
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auto box = m_clip * zoom;
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auto box = m_clip_uncut * zoom;
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glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
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glViewport(c.x, c.y, c.z, c.w);
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@@ -1889,34 +1916,31 @@ public:
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glm::translate(glm::vec3(.5f, .5f, 0.f)); // pivot
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m_sampler.bind(0);
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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auto blend = glIsEnabled(GL_BLEND);
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glEnable(GL_BLEND);
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m_canvas->m_fb.bindTexture();
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NodeBorder::m_plane.draw_fill();
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m_canvas->m_fb.unbindTexture();
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if (m_canvas->m_show_tmp)
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for (int i = 0; i < m_canvas->m_layers.size(); i++)
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{
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glEnable(GL_BLEND);
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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m_canvas->m_tmp.bindTexture();
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[i].m_opacity);
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m_canvas->m_layers[i].m_rtt.bindTexture();
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NodeBorder::m_plane.draw_fill();
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m_canvas->m_tmp.unbindTexture();
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m_canvas->m_layers[i].m_rtt.unbindTexture();
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if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == i)
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{
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glEnable(GL_BLEND);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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m_canvas->m_tmp.bindTexture();
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NodeBorder::m_plane.draw_fill();
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m_canvas->m_tmp.unbindTexture();
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}
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}
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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m_sampler.unbind();
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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}
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@@ -1948,9 +1972,21 @@ public:
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m_dragging = false;
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mouse_release();
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break;
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case kEventType::MouseDownR:
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m_draggingR = true;
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m_dragR_start = me->m_pos;
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m_pan_start = GetPosition();
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mouse_capture();
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break;
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case kEventType::MouseUpR:
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m_draggingR = false;
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mouse_release();
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break;
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case kEventType::MouseMove:
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if (m_dragging)
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m_canvas->stroke_update(cur, 1.f);
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if (m_draggingR)
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SetPosition(m_pan_start + me->m_pos - m_dragR_start);
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break;
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default:
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break;
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Reference in New Issue
Block a user