fix mask
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@@ -2202,6 +2202,50 @@ Image Canvas::thumbnail_read(std::string file_path)
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return thumb;
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}
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void Canvas::draw_objects_direct(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer, Layer& layer)
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{
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// save viewport and clear color states
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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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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// prepare common states
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glViewport(0, 0, layer.w, layer.h);
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glDisable(GL_BLEND);
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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for (int i = 0; i < 6; i++)
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{
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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layer.m_rtt[i].bindFramebuffer();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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observer(plane_camera, proj, i);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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layer.m_rtt[i].unbindFramebuffer();
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layer.m_dirty_face[i] = true;
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layer.m_dirty_box[i] = { 0, 0, layer.w, layer.h };
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}
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glDeleteRenderbuffers(1, &rboID);
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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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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glActiveTexture(GL_TEXTURE0);
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}
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void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer, Layer& layer)
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{
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// save viewport and clear color states
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@@ -254,6 +254,7 @@ public:
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Image thumbnail_read(std::string file_path);
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void draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)>);
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void draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)>, Layer& layer);
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void draw_objects_direct(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)>, Layer& layer);
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void point_unproject(glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj,
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glm::vec3 &out_origin, glm::vec3 &out_dir);
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void point_unproject(glm::vec2 loc, glm::vec3 &out_origin, glm::vec3 &out_dir);
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@@ -510,6 +510,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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//m_points2d = poly_intersect(poly_remove_duplicate(m_points2d), canvas->face_to_shape2D(0));
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auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
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//glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
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@@ -519,7 +520,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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auto v = canvas->triangulate(poly_remove_duplicate(m_points2d));
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canvas->project2Dpoints(v);
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m_shape.update_vertices(v.data(), (int)v.size());
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canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
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canvas->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
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// close the path and reset m_shape to contour rendering
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m_points.push_back(m_points.back());
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@@ -639,7 +640,7 @@ void CanvasModeMaskLine::leave()
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ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
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m_shape.draw_fill();
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};
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canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
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canvas->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
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//m_points.clear();
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// close the path
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@@ -763,7 +764,7 @@ void CanvasModeFill::leave()
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ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
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m_shape.draw_fill();
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};
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canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
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canvas->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
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m_points.clear();
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canvas->m_smask_active = true;
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}
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