add wet parameter, fix selection mask modes
This commit is contained in:
@@ -6,6 +6,7 @@
|
||||
#include "shader.h"
|
||||
#include "node_canvas.h"
|
||||
#include "app.h"
|
||||
#include "util.h"
|
||||
|
||||
NodeCanvas* CanvasMode::node;
|
||||
ui::Canvas* CanvasMode::canvas;
|
||||
@@ -378,145 +379,6 @@ void CanvasModeMaskFree::leave()
|
||||
// m_points.clear();
|
||||
}
|
||||
|
||||
int SegmentCount = 0;
|
||||
std::vector<ui::Shape::vertex_t> CanvasModeMaskFree::triangulate(const std::vector<std::shared_ptr<p2t::Point>>& points)
|
||||
{
|
||||
struct Segment
|
||||
{
|
||||
std::shared_ptr<p2t::Point> a = nullptr;
|
||||
std::shared_ptr<p2t::Point> b = nullptr;
|
||||
Segment* prev = nullptr;
|
||||
std::shared_ptr<Segment> next = nullptr;
|
||||
bool end = false;
|
||||
Segment()
|
||||
{
|
||||
SegmentCount++;
|
||||
}
|
||||
~Segment()
|
||||
{
|
||||
SegmentCount--;
|
||||
}
|
||||
};
|
||||
|
||||
std::shared_ptr<Segment> root = std::make_shared<Segment>();
|
||||
std::shared_ptr<Segment> node = root;
|
||||
for (int i = 0; i < points.size(); i++)
|
||||
{
|
||||
node->a = points[i];
|
||||
if (i == points.size() - 1)
|
||||
{
|
||||
node->b = points[0];
|
||||
node->next = root;
|
||||
node->end = true;
|
||||
root->prev = node.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
node->b = points[i + 1];
|
||||
node->next = std::make_shared<Segment>();
|
||||
node->next->prev = node.get();
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
node = root;
|
||||
std::stack<std::shared_ptr<Segment>> todo;
|
||||
std::vector<std::shared_ptr<Segment>> polys;
|
||||
todo.push(root);
|
||||
while (!todo.empty())
|
||||
{
|
||||
node = todo.top();
|
||||
todo.pop();
|
||||
polys.push_back(node);
|
||||
while (node)
|
||||
{
|
||||
std::shared_ptr<Segment> other = node->next;
|
||||
while (other)
|
||||
{
|
||||
if (*node->a == *other->a || *node->a == *other->b ||
|
||||
*node->b == *other->a || *node->b == *other->b)
|
||||
{
|
||||
other = other->end ? nullptr : other->next;
|
||||
continue;
|
||||
}
|
||||
glm::vec2 s0a(node->a->x, node->a->y);
|
||||
glm::vec2 s0b(node->b->x, node->b->y);
|
||||
glm::vec2 s1a(other->a->x, other->a->y);
|
||||
glm::vec2 s1b(other->b->x, other->b->y);
|
||||
glm::vec2 is;
|
||||
if (segments_intersect(s0a, s0b, s1a, s1b, is))
|
||||
{
|
||||
auto p = std::make_shared<p2t::Point>(is.x, is.y);
|
||||
auto poly_root = std::make_shared<Segment>();
|
||||
poly_root->a = p;
|
||||
poly_root->b = node->b;
|
||||
poly_root->next = node->next;
|
||||
todo.push(poly_root);
|
||||
other->a = p;
|
||||
node->b = p;
|
||||
auto poly_end = std::make_shared<Segment>();
|
||||
poly_end->a = other->prev->b;
|
||||
poly_end->b = p;
|
||||
poly_end->end = true;
|
||||
poly_end->prev = other->prev;
|
||||
other->prev->next = poly_end;
|
||||
other->prev = node.get();
|
||||
node->next = other;
|
||||
break;
|
||||
}
|
||||
other = other->end ? nullptr : other->next;
|
||||
}
|
||||
node = node->end ? nullptr : node->next;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<ui::Shape::vertex_t> vertices;
|
||||
for (auto poly : polys)
|
||||
{
|
||||
std::vector<p2t::Point*> outline;
|
||||
node = poly;
|
||||
while (node)
|
||||
{
|
||||
outline.push_back(new p2t::Point(*node->a));
|
||||
auto current = node;
|
||||
node = node->end ? nullptr : node->next;
|
||||
current->next = nullptr;
|
||||
}
|
||||
LOG("poly %ld", outline.size());
|
||||
|
||||
if (outline.size() > 2)
|
||||
{
|
||||
p2t::CDT* cdt = new p2t::CDT(outline);
|
||||
cdt->Triangulate();
|
||||
auto tr = cdt->GetTriangles();
|
||||
for (auto t : tr)
|
||||
{
|
||||
ui::Shape::vertex_t vertex;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
auto p = t->GetPoint(i);
|
||||
|
||||
glm::vec3 ro, rd, hit_o, hit_d;
|
||||
glm::vec2 hit_fb;
|
||||
int plane_id;
|
||||
if (canvas->point_trace({p->x, p->y}, ro, rd, hit_o, hit_fb, hit_d, plane_id))
|
||||
{
|
||||
m_dirty_planes[plane_id]++;
|
||||
vertex.pos = glm::vec4(hit_o, 1);
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
delete cdt;
|
||||
}
|
||||
for (auto p : outline)
|
||||
delete p;
|
||||
}
|
||||
|
||||
return vertices;
|
||||
}
|
||||
|
||||
void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
{
|
||||
static glm::vec2 oldpos;
|
||||
@@ -551,8 +413,8 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
std::vector<std::shared_ptr<p2t::Point>> points;
|
||||
for (int i = 0; i < (int)m_points2d.size() - 1; i++)
|
||||
points.emplace_back(std::make_shared<p2t::Point>(m_points2d[i].x, m_points2d[i].y));
|
||||
auto v = triangulate(points);
|
||||
LOG("leaked segments: %d", SegmentCount);
|
||||
auto v = canvas->triangulate(points);
|
||||
canvas->project2Dpoints(v);
|
||||
LOG("%d points", (int)v.size());
|
||||
|
||||
m_shape.update_vertices(v.data(), (int)v.size());
|
||||
@@ -567,7 +429,14 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
m_shape.draw_fill();
|
||||
};
|
||||
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
|
||||
m_points.clear();
|
||||
|
||||
//m_points.clear();
|
||||
// close the path
|
||||
m_points.push_back(m_points[m_points.size() - 2]);
|
||||
m_points.push_back(m_points.front());
|
||||
canvas->project2Dpoints(m_points);
|
||||
// reset m_shape to contour rendering
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -593,7 +462,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
oldvec = v;
|
||||
if (acc > 0.001) // angle change tollerance
|
||||
{
|
||||
LOG("d=%f acc=%f", d, acc);
|
||||
//LOG("d=%f acc=%f", d, acc);
|
||||
acc = 0;
|
||||
|
||||
m_points2d.push_back(loc);
|
||||
@@ -630,14 +499,157 @@ void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
|
||||
{
|
||||
if (!m_points.empty())
|
||||
{
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
|
||||
if (m_dragging)
|
||||
{
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
|
||||
m_shape.draw_stroke();
|
||||
}
|
||||
else
|
||||
{
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
m_shape.draw_stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
void CanvasModeMaskLine::init()
|
||||
{
|
||||
m_shape.create();
|
||||
}
|
||||
|
||||
void CanvasModeMaskLine::leave()
|
||||
{
|
||||
if (m_points2d.size() > 3)
|
||||
{
|
||||
std::vector<std::shared_ptr<p2t::Point>> points;
|
||||
for (int i = 0; i < (int)m_points2d.size(); i++)
|
||||
points.emplace_back(std::make_shared<p2t::Point>(m_points2d[i].x, m_points2d[i].y));
|
||||
auto v = canvas->triangulate(points);
|
||||
canvas->project2Dpoints(v);
|
||||
LOG("%d points", (int)v.size());
|
||||
|
||||
m_shape.update_vertices(v.data(), (int)v.size());
|
||||
|
||||
if (!m_points.empty())
|
||||
{
|
||||
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
|
||||
//glEnable(GL_BLEND);
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 1, 1, 1});
|
||||
m_shape.draw_fill();
|
||||
};
|
||||
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
|
||||
|
||||
//m_points.clear();
|
||||
// close the path
|
||||
m_points.push_back(m_points.back());
|
||||
m_points.push_back(m_points.back());
|
||||
m_points.push_back(m_points.front());
|
||||
canvas->project2Dpoints(m_points);
|
||||
// reset m_shape to contour rendering
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
canvas->m_smask_active = false;
|
||||
}
|
||||
m_active_tool = false;
|
||||
}
|
||||
|
||||
void CanvasModeMaskLine::enter()
|
||||
{
|
||||
m_points2d.clear();
|
||||
m_points.clear();
|
||||
canvas->m_smask.clear({0, 0, 0, 0});
|
||||
canvas->m_smask_active = true;
|
||||
m_active_tool = true;
|
||||
}
|
||||
|
||||
void CanvasModeMaskLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
|
||||
{
|
||||
switch (me->m_type)
|
||||
{
|
||||
case kEventType::MouseDownL:
|
||||
{
|
||||
node->mouse_capture();
|
||||
m_dragging = true;
|
||||
m_points2d.push_back(loc);
|
||||
ui::Shape::vertex_t vert;
|
||||
vert.pos = glm::vec4(loc, 0, 1);
|
||||
m_points.push_back(vert);
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
break;
|
||||
}
|
||||
case kEventType::MouseUpL:
|
||||
node->mouse_release();
|
||||
m_dragging = false;
|
||||
if (m_points.size() > 1)
|
||||
{
|
||||
m_points.push_back(m_points.back());
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
}
|
||||
break;
|
||||
case kEventType::MouseMove:
|
||||
{
|
||||
if (m_dragging)
|
||||
{
|
||||
m_points.back().pos = glm::vec4(loc, 0, 1);
|
||||
m_points2d.back() = loc;
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
}
|
||||
break;
|
||||
}
|
||||
case kEventType::MouseCancel:
|
||||
if (m_dragging)
|
||||
{
|
||||
m_points.pop_back();
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
}
|
||||
m_dragging = false;
|
||||
node->mouse_release();
|
||||
if (m_points.size() < 4)
|
||||
{
|
||||
m_points.clear();
|
||||
m_shape.update_vertices(m_points.data(), (int)m_points.size());
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
|
||||
{
|
||||
if (!m_points.empty())
|
||||
{
|
||||
if (m_active_tool)
|
||||
{
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
|
||||
m_shape.draw_stroke();
|
||||
}
|
||||
else
|
||||
{
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
|
||||
m_shape.draw_stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
void CanvasModeFill::init()
|
||||
@@ -743,6 +755,6 @@ void CanvasModeFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
|
||||
ui::ShaderManager::use(ui::kShader::Color);
|
||||
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
|
||||
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, .25 });
|
||||
m_shape.draw_fill();
|
||||
m_dragging ? m_shape.draw_fill() : m_shape.draw_stroke();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user