use unique_ptr to hold the Layers vector
This commit is contained in:
@@ -640,8 +640,8 @@
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<node height="20" justify="center" margin="5 0 0 0"><text text="Wireframe"/></node>
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<!--<node height="20" justify="center"><text text="Thickness"/></node>-->
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<node height="20" justify="center"><text text="Height"/></node>
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<node height="20" justify="center"><text text="L-Yaw"/></node>
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<node height="20" justify="center"><text text="L-Pitch"/></node>
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<node height="20" justify="center"><text text="Light Yaw"/></node>
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<node height="20" justify="center"><text text="Light Pitch"/></node>
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<node height="20" justify="center"><text text="Ambient"/></node>
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<node height="20" justify="center"><text text="Radius"/></node>
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<node height="30" justify="center" margin="5 0 0 0"><text text="Samples"/></node>
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@@ -650,9 +650,11 @@
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<node dir="col" align="center" grow="1" width="1" flood-events="1" color=".3" >
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<node height="30" width="100%" dir="row" pad="0 1 0 1">
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<node width="20" grow="1" pad="0" dir="row">
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<button id="grid-heightmap-load" text="..." width="20" height="30" margin="0 2 0 0"></button>
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<button id="grid-heightmap-clear" text="Clear" width="45" height="30" margin="0 2 0 0"></button>
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<button id="grid-heightmap-reload" text="Reload" width="55" height="30"></button>
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<button id="grid-heightmap-load" text="Open" grow="1" width="52" height="30" margin="0 2 0 0"/>
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<button id="grid-heightmap-clear" text="Clear" grow="1" width="55" height="30" margin="0 2 0 0"/>
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<button-custom id="grid-heightmap-reload" pat="2">
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<icon icon="arrow_rotate_clockwise" width="30" height="30"/>
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</button-custom>
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</node>
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</node>
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<node height="30" pad="1" width="100%" dir="row" margin="5 0 0 0">
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@@ -45,8 +45,8 @@ void App::open_document(std::string path)
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title_update();
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for (auto& i : canvas->m_canvas->m_order)
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{
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auto l = layers->add_layer(canvas->m_canvas->m_layers[i].m_name.c_str());
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l->m_visibility->set_value(canvas->m_canvas->m_layers[i].m_visible);
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auto l = layers->add_layer(canvas->m_canvas->m_layers[i]->m_name.c_str());
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l->m_visibility->set_value(canvas->m_canvas->m_layers[i]->m_visible);
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}
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async_end();
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}
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@@ -167,7 +167,7 @@ void App::cloud_browse()
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doc_name = dialog->selected_name;
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title_update();
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for (auto& i : canvas->m_canvas->m_order)
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layers->add_layer(canvas->m_canvas->m_layers[i].m_name.c_str());
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layers->add_layer(canvas->m_canvas->m_layers[i]->m_name.c_str());
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ActionManager::clear();
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m->destroy();
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async_redraw();
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@@ -207,7 +207,7 @@ void App::dialog_open()
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// async_start();
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// title_update();
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// for (auto& i : canvas->m_canvas->m_order)
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// layers->add_layer(canvas->m_canvas->m_layers[i].m_name.c_str());
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// layers->add_layer(canvas->m_canvas->m_layers[i]->m_name.c_str());
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// async_end();
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// });
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// dialog->destroy();
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@@ -505,7 +505,7 @@ void App::dialog_layer_rename()
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dialog->btn_ok->on_click = [this,dialog](Node*)
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{
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layers->m_current_layer->set_name(dialog->get_name().c_str());
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canvas->m_canvas->m_layers[canvas->m_canvas->m_current_layer_idx].m_name = dialog->get_name();
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canvas->m_canvas->m_layers[canvas->m_canvas->m_current_layer_idx]->m_name = dialog->get_name();
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dialog->destroy();
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App::I.hideKeyboard();
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};
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@@ -153,14 +153,14 @@ void App::init_sidebar()
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auto& src = Canvas::I->m_layers[Canvas::I->m_order[source_index]];
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for (int i = 0; i < 6; i++)
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{
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if (!src.m_dirty_face[i])
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if (!src->m_dirty_face[i])
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continue;
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dst.m_rtt[i].copy(src.m_rtt[i]);
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dst.m_dirty_face[i] = src.m_dirty_face[i];
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dst.m_dirty_box[i] = src.m_dirty_box[i];
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dst.m_opacity = src.m_opacity;
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dst.m_blend_mode = src.m_blend_mode;
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dst.m_alpha_locked = src.m_alpha_locked;
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dst->m_rtt[i].copy(src->m_rtt[i]);
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dst->m_dirty_face[i] = src->m_dirty_face[i];
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dst->m_dirty_box[i] = src->m_dirty_box[i];
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dst->m_opacity = src->m_opacity;
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dst->m_blend_mode = src->m_blend_mode;
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dst->m_alpha_locked = src->m_alpha_locked;
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}
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Canvas::I->m_unsaved = true;
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title_update();
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@@ -183,31 +183,31 @@ void App::init_sidebar()
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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[canvas->m_canvas->m_order[idx]].m_opacity = value;
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_opacity = value;
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canvas->m_canvas->m_unsaved = true;
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title_update();
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};
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layers->on_layer_visibility_changed = [this](Node*, int idx, bool visible) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]].m_visible = visible;
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_visible = visible;
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canvas->m_canvas->m_unsaved = true;
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title_update();
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};
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layers->on_layer_alpha_lock_changed = [this](Node*, int idx, bool locked) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]].m_alpha_locked = locked;
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_alpha_locked = locked;
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canvas->m_canvas->m_unsaved = true;
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title_update();
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};
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layers->on_layer_blend_mode_changed = [this](Node*, int idx, int mode) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]].m_blend_mode = mode;
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_blend_mode = mode;
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canvas->m_canvas->m_unsaved = true;
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title_update();
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};
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layers->on_layer_highlight_changed = [this](Node*, int idx, bool highlight) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]].m_hightlight = highlight;
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_hightlight = highlight;
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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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@@ -786,7 +786,7 @@ void App::init_menu_layer()
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canvas->m_canvas->layer_remove(current_idx_order);
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layers->clear();
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for (auto& i : canvas->m_canvas->m_order)
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layers->add_layer(canvas->m_canvas->m_layers[i].m_name.c_str());
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layers->add_layer(canvas->m_canvas->m_layers[i]->m_name.c_str());
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layers->m_current_layer->m_selected = false;
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layers->m_current_layer = layers->m_layers[current_idx_order - 1];
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layers->m_current_layer->m_selected = true;
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@@ -804,7 +804,7 @@ void App::init_menu_layer()
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int down_layer_idx = order[current_idx_order - 1];
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popup->find<NodeButtonCustom>("layer-merge")->
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find<NodeText>("menu-label")->
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set_text(("Merge with " + canvas->m_canvas->m_layers[down_layer_idx].m_name).c_str());
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set_text(("Merge with " + canvas->m_canvas->m_layers[down_layer_idx]->m_name).c_str());
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}
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else
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{
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@@ -47,9 +47,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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auto layer_index = canvas->m_canvas->m_order[i];
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!canvas->m_canvas->m_layers[layer_index].m_visible ||
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canvas->m_canvas->m_layers[layer_index].m_opacity == .0f ||
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!canvas->m_canvas->m_layers[layer_index].m_dirty_face[plane_index])
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if (!canvas->m_canvas->m_layers[layer_index]->m_visible ||
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canvas->m_canvas->m_layers[layer_index]->m_opacity == .0f ||
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!canvas->m_canvas->m_layers[layer_index]->m_dirty_face[plane_index])
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continue;
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int z = (int)(canvas->m_canvas->m_order.size() - i);
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@@ -67,12 +67,12 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, canvas->m_canvas->m_current_stroke->m_brush->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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@@ -82,7 +82,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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else if (canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
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{
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@@ -100,8 +100,8 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, true);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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@@ -117,7 +117,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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@@ -131,7 +131,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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else
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{
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@@ -140,21 +140,21 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::use(kShader::TextureAlphaSep);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index].m_hightlight);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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}
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}
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219
src/canvas.cpp
219
src/canvas.cpp
@@ -94,12 +94,12 @@ void Canvas::pick_update(int plane)
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m_sampler.bind(0);
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for (auto layer_index : m_order)
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{
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if (!m_layers[layer_index].m_visible || m_layers[layer_index].m_opacity == 0.f)
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if (!m_layers[layer_index]->m_visible || m_layers[layer_index]->m_opacity == 0.f)
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continue;
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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m_layers[layer_index].m_rtt[i].bindTexture();
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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m_plane.draw_fill();
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m_layers[layer_index].m_rtt[i].unbindTexture();
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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}
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m_sampler.unbind();
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@@ -141,13 +141,13 @@ void Canvas::pick_end()
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void Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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{
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snap_history({ 0, 1, 2, 3, 4, 5 });
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m_layers[m_current_layer_idx].clear(c);
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m_layers[m_current_layer_idx]->clear(c);
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m_unsaved = true;
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}
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void Canvas::clear_all()
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{
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for (auto& l : m_layers)
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l.clear({0, 0, 0, 0});
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l->clear({0, 0, 0, 0});
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}
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void Canvas::snap_history(const std::vector<int>& planes)
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{
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@@ -155,15 +155,15 @@ void Canvas::snap_history(const std::vector<int>& planes)
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action->was_saved = !m_unsaved;
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for (auto i : planes)
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{
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if (!m_layers[m_current_layer_idx].m_dirty_face[i])
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if (!m_layers[m_current_layer_idx]->m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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m_layers[m_current_layer_idx]->m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_or = xy(m_layers[m_current_layer_idx].m_dirty_box[i]);
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glm::vec2 box_sz = zw(m_layers[m_current_layer_idx].m_dirty_box[i]) - xy(m_layers[m_current_layer_idx].m_dirty_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_layers[m_current_layer_idx].w && box_sz.y <= m_layers[m_current_layer_idx].h)
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glm::vec2 box_or = xy(m_layers[m_current_layer_idx]->m_dirty_box[i]);
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glm::vec2 box_sz = zw(m_layers[m_current_layer_idx]->m_dirty_box[i]) - xy(m_layers[m_current_layer_idx]->m_dirty_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_layers[m_current_layer_idx]->w && box_sz.y <= m_layers[m_current_layer_idx]->h)
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{
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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@@ -173,11 +173,11 @@ void Canvas::snap_history(const std::vector<int>& planes)
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LOG("snap_history invalid box size (%d, %d)", (int)box_sz.x, (int)box_sz.y);
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}
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action->m_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
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action->m_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx]->m_dirty_face[i];
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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m_layers[m_current_layer_idx]->m_rtt[i].unbindFramebuffer();
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}
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// save history
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action->m_layer_idx = m_current_layer_idx;
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@@ -225,9 +225,9 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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auto layer_index = m_current_layer_idx;
|
||||
for (int plane_index = 0; plane_index < 6; plane_index++)
|
||||
{
|
||||
if (!m_layers[layer_index].m_visible ||
|
||||
m_layers[layer_index].m_opacity == .0f ||
|
||||
!m_layers[layer_index].m_dirty_face[plane_index])
|
||||
if (!m_layers[layer_index]->m_visible ||
|
||||
m_layers[layer_index]->m_opacity == .0f ||
|
||||
!m_layers[layer_index]->m_dirty_face[plane_index])
|
||||
continue;
|
||||
|
||||
glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)m_mixer.getWidth() / m_mixer.getHeight(), 0.1f, 1000.f);
|
||||
@@ -250,7 +250,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 3);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index]->m_alpha_locked*/);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
|
||||
//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
|
||||
ShaderManager::u_int(kShaderUniform::UseDual, false);
|
||||
@@ -258,7 +258,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[plane_index].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tmp[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
@@ -268,7 +268,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tmp[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[plane_index].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
m_sampler.unbind();
|
||||
m_mixer.unbindFramebuffer();
|
||||
@@ -730,7 +730,7 @@ void Canvas::stroke_commit()
|
||||
if (!m_dirty_face[i])
|
||||
continue; // no stroke on this face, skip it
|
||||
|
||||
m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
|
||||
m_layers[m_current_layer_idx]->m_rtt[i].bindFramebuffer();
|
||||
|
||||
// save image before commit
|
||||
glm::vec2 box_sz = zw(m_dirty_box[i]) - xy(m_dirty_box[i]);
|
||||
@@ -738,15 +738,15 @@ void Canvas::stroke_commit()
|
||||
glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
|
||||
action->m_box[i] = m_dirty_box[i];
|
||||
action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
|
||||
action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
|
||||
action->m_old_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
|
||||
action->m_old_dirty[i] = m_layers[m_current_layer_idx]->m_dirty_face[i];
|
||||
|
||||
auto& lbox = m_layers[m_current_layer_idx].m_dirty_box[i];
|
||||
auto& lbox = m_layers[m_current_layer_idx]->m_dirty_box[i];
|
||||
lbox = glm::vec4(
|
||||
glm::min(xy(m_dirty_box[i]), xy(lbox)),
|
||||
glm::max(zw(m_dirty_box[i]), zw(lbox))
|
||||
);
|
||||
m_layers[m_current_layer_idx].m_dirty_face[i] = true;
|
||||
m_layers[m_current_layer_idx]->m_dirty_face[i] = true;
|
||||
|
||||
// copy to tmp2 for layer blending
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -844,7 +844,7 @@ void Canvas::stroke_commit()
|
||||
// {
|
||||
// ShaderManager::use(kShader::StrokeLayer);
|
||||
// ShaderManager::u_int(kShaderUniform::TexBG, 1);
|
||||
// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx].m_alpha_locked);
|
||||
// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx]->m_alpha_locked);
|
||||
// ShaderManager::u_float(kShaderUniform::Alpha, b->m_tip_opacity);
|
||||
//
|
||||
// ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
@@ -856,7 +856,7 @@ void Canvas::stroke_commit()
|
||||
// m_tmp[i].unbindTexture();
|
||||
// }
|
||||
|
||||
m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
|
||||
m_layers[m_current_layer_idx]->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
|
||||
// restore viewport and clear color states
|
||||
@@ -944,8 +944,8 @@ void Canvas::stroke_start(glm::vec3 point, float pressure)
|
||||
void Canvas::layer_add(std::string name)
|
||||
{
|
||||
int idx = (int)m_layers.size();
|
||||
m_layers.emplace_back();
|
||||
m_layers.back().create(m_width, m_height, name);
|
||||
m_layers.push_back(std::make_unique<Layer>());
|
||||
m_layers.back()->create(m_width, m_height, name);
|
||||
m_order.push_back(idx);
|
||||
m_current_layer_idx = idx;
|
||||
}
|
||||
@@ -955,6 +955,7 @@ void Canvas::layer_remove(int idx) // m_order index
|
||||
for (auto& i : m_order)
|
||||
if (i > n)
|
||||
i--;
|
||||
m_layers[n]->destroy();
|
||||
m_layers.erase(m_layers.begin() + n);
|
||||
m_order.erase(m_order.begin() + idx);
|
||||
m_current_layer_idx = m_order[std::min<int>((int)m_layers.size() - 1, idx)];
|
||||
@@ -983,10 +984,10 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!m_layers[source_idx].m_dirty_face[i])
|
||||
if (!m_layers[source_idx]->m_dirty_face[i])
|
||||
continue; // no stroke on this face, skip it
|
||||
|
||||
m_layers[dest_idx].m_rtt[i].bindFramebuffer();
|
||||
m_layers[dest_idx]->m_rtt[i].bindFramebuffer();
|
||||
|
||||
/*
|
||||
// save image before commit
|
||||
@@ -995,16 +996,16 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
|
||||
glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
|
||||
action->m_box[i] = m_dirty_box[i];
|
||||
action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
|
||||
action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
|
||||
action->m_old_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
|
||||
action->m_old_dirty[i] = m_layers[m_current_layer_idx]->m_dirty_face[i];
|
||||
*/
|
||||
|
||||
auto& lbox = m_layers[dest_idx].m_dirty_box[i];
|
||||
auto& lbox = m_layers[dest_idx]->m_dirty_box[i];
|
||||
lbox = glm::vec4(
|
||||
glm::min(xy(m_layers[source_idx].m_dirty_box[i]), xy(lbox)),
|
||||
glm::max(zw(m_layers[source_idx].m_dirty_box[i]), zw(lbox))
|
||||
glm::min(xy(m_layers[source_idx]->m_dirty_box[i]), xy(lbox)),
|
||||
glm::max(zw(m_layers[source_idx]->m_dirty_box[i]), zw(lbox))
|
||||
);
|
||||
m_layers[dest_idx].m_dirty_face[i] = true;
|
||||
m_layers[dest_idx]->m_dirty_face[i] = true;
|
||||
|
||||
// copy to tmp2 for layer blending
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -1021,10 +1022,10 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, 0);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, false);
|
||||
//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx]->m_blend_mode);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
ShaderManager::u_int(kShaderUniform::UseDual, false);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, false);
|
||||
@@ -1032,14 +1033,14 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_tex2[i].bind();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[source_idx].m_rtt[i].bindTexture();
|
||||
m_layers[source_idx]->m_rtt[i].bindTexture();
|
||||
m_plane.draw_fill();
|
||||
m_layers[source_idx].m_rtt[i].unbindTexture();
|
||||
m_layers[source_idx]->m_rtt[i].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_tex2[i].unbind();
|
||||
}
|
||||
|
||||
m_layers[dest_idx].m_rtt[i].unbindFramebuffer();
|
||||
m_layers[dest_idx]->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
|
||||
// restore viewport and clear color states
|
||||
@@ -1075,7 +1076,7 @@ void Canvas::resize(int width, int height)
|
||||
m_tex2[i].create(width, height, GL_RGBA8);
|
||||
}
|
||||
for (auto& l : m_layers)
|
||||
l.resize(width, height);
|
||||
l->resize(width, height);
|
||||
m_smask.create(width, height, "mask");
|
||||
m_unsaved = true;
|
||||
}
|
||||
@@ -1090,7 +1091,7 @@ void Canvas::destroy()
|
||||
m_tex2[i].destroy();
|
||||
}
|
||||
for (auto& l : m_layers)
|
||||
l.destroy();
|
||||
l->destroy();
|
||||
m_smask.destroy();
|
||||
m_mixer.destroy();
|
||||
}
|
||||
@@ -1131,9 +1132,7 @@ bool Canvas::create(int width, int height)
|
||||
m_mesh.create();
|
||||
m_brush_mix.create(8, 8);
|
||||
for (auto& l : m_layers)
|
||||
{
|
||||
l.create(width, height, "");
|
||||
}
|
||||
l->create(width, height, "");
|
||||
m_smask.create(width, height, "mask");
|
||||
//m_smask.clear({1, 1, 1, 1});
|
||||
m_unsaved = true;
|
||||
@@ -1146,14 +1145,14 @@ void Canvas::snapshot_save()
|
||||
m_layers_snapshot.clear();
|
||||
m_layers_snapshot.resize(m_layers.size());
|
||||
for (int i = 0; i < m_layers.size(); i++)
|
||||
m_layers_snapshot[i] = m_layers[i].snapshot();
|
||||
m_layers_snapshot[i] = m_layers[i]->snapshot();
|
||||
}
|
||||
|
||||
void Canvas::snapshot_restore()
|
||||
{
|
||||
LOG("RESTORE SNAPSHOT");
|
||||
for (int i = 0; i < m_layers.size(); i++)
|
||||
m_layers[i].restore(m_layers_snapshot[i]);
|
||||
m_layers[i]->restore(m_layers_snapshot[i]);
|
||||
m_layers_snapshot.clear();
|
||||
}
|
||||
|
||||
@@ -1161,7 +1160,7 @@ void Canvas::clear_context()
|
||||
{
|
||||
LOG("Canvas CLEAR CONTEXT");
|
||||
for (auto& layer : m_layers)
|
||||
layer.destroy();
|
||||
layer->destroy();
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_tmp[i].destroy();
|
||||
@@ -1233,8 +1232,8 @@ void Canvas::import_equirectangular_thread(std::string file_path)
|
||||
}
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_layers[m_current_layer_idx].m_dirty_box[i] = glm::vec4(0, 0, m_width, m_height);
|
||||
m_layers[m_current_layer_idx].m_dirty_face[i] = true;
|
||||
m_layers[m_current_layer_idx]->m_dirty_box[i] = glm::vec4(0, 0, m_width, m_height);
|
||||
m_layers[m_current_layer_idx]->m_dirty_face[i] = true;
|
||||
}
|
||||
App::I.async_update();
|
||||
gl.restore();
|
||||
@@ -1334,25 +1333,25 @@ void Canvas::export_equirectangular_thread(std::string file_path)
|
||||
m_sampler_mask.bind(1); // linear
|
||||
for (auto layer_index : m_order)
|
||||
{
|
||||
if (!m_layers[layer_index].m_visible ||
|
||||
m_layers[layer_index].m_opacity == 0.f ||
|
||||
!m_layers[layer_index].m_dirty_face[i])
|
||||
if (!m_layers[layer_index]->m_visible ||
|
||||
m_layers[layer_index]->m_opacity == 0.f ||
|
||||
!m_layers[layer_index]->m_dirty_face[i])
|
||||
continue;
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||
}
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index].m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_plane.draw_fill();
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
@@ -1631,9 +1630,9 @@ void Canvas::export_layers_thread(std::string file_name)
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
|
||||
m_sampler_mask.bind(0);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_plane.draw_fill();
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
m_sampler_mask.unbind();
|
||||
|
||||
// copy result to cubemap
|
||||
@@ -1732,9 +1731,9 @@ void Canvas::export_cubes()
|
||||
for (int plane = 0; plane < 6; plane++)
|
||||
{
|
||||
auto& l = m_layers[m_order[layer]];
|
||||
l.m_rtt[plane].bindFramebuffer();
|
||||
l->m_rtt[plane].bindFramebuffer();
|
||||
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.get());
|
||||
l.m_rtt[plane].unbindFramebuffer();
|
||||
l->m_rtt[plane].unbindFramebuffer();
|
||||
|
||||
if (plane < 4)
|
||||
{
|
||||
@@ -1910,22 +1909,22 @@ bool Canvas::project_save_thread(std::string file_path)
|
||||
int n_order = m_order[i];
|
||||
fwrite(&n_order, sizeof(int), 1, fp);
|
||||
|
||||
float layer_alpha = m_layers[i].m_opacity;
|
||||
float layer_alpha = m_layers[i]->m_opacity;
|
||||
fwrite(&layer_alpha, sizeof(float), 1, fp);
|
||||
|
||||
int name_len = (int)m_layers[i].m_name.size();
|
||||
int name_len = (int)m_layers[i]->m_name.size();
|
||||
fwrite(&name_len, sizeof(int), 1, fp);
|
||||
fwrite(m_layers[i].m_name.data(), name_len, 1, fp);
|
||||
fwrite(m_layers[i]->m_name.data(), name_len, 1, fp);
|
||||
|
||||
if (ppi_header.doc_version.minor > 1)
|
||||
{
|
||||
fwrite(&m_layers[i].m_blend_mode, sizeof(int), 1, fp);
|
||||
fwrite(&m_layers[i].m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fwrite(&m_layers[i].m_visible, sizeof(bool), 1, fp);
|
||||
fwrite(&m_layers[i]->m_blend_mode, sizeof(int), 1, fp);
|
||||
fwrite(&m_layers[i]->m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fwrite(&m_layers[i]->m_visible, sizeof(bool), 1, fp);
|
||||
}
|
||||
|
||||
App::I.async_start();
|
||||
auto snap = m_layers[i].snapshot();
|
||||
auto snap = m_layers[i]->snapshot();
|
||||
App::I.async_update();
|
||||
App::I.async_end();
|
||||
for (int plane_index = 0; plane_index < 6; plane_index++)
|
||||
@@ -2076,7 +2075,7 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
|
||||
App::I.async_start();
|
||||
for (auto& l : m_layers)
|
||||
l.destroy();
|
||||
l->destroy();
|
||||
m_layers.clear();
|
||||
m_order.clear();
|
||||
//clear_all();
|
||||
@@ -2084,17 +2083,17 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
App::I.async_end();
|
||||
|
||||
std::vector<int> tmp_order;
|
||||
std::vector<Layer> tmp_layers;
|
||||
std::vector<std::unique_ptr<Layer>> tmp_layers;
|
||||
|
||||
for (int i = 0; i < n_layers; i++)
|
||||
{
|
||||
int n_order;
|
||||
fread(&n_order, sizeof(int), 1, fp);
|
||||
|
||||
tmp_layers.emplace_back();
|
||||
tmp_layers.push_back(std::make_unique<Layer>());
|
||||
auto& layer = tmp_layers.back();
|
||||
|
||||
fread(&layer.m_opacity, sizeof(float), 1, fp);
|
||||
fread(&layer->m_opacity, sizeof(float), 1, fp);
|
||||
|
||||
int name_len;
|
||||
fread(&name_len, sizeof(int), 1, fp);
|
||||
@@ -2103,9 +2102,9 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
|
||||
if (ppi_header.doc_version.minor > 1)
|
||||
{
|
||||
fread(&layer.m_blend_mode, sizeof(int), 1, fp);
|
||||
fread(&layer.m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fread(&layer.m_visible, sizeof(bool), 1, fp);
|
||||
fread(&layer->m_blend_mode, sizeof(int), 1, fp);
|
||||
fread(&layer->m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fread(&layer->m_visible, sizeof(bool), 1, fp);
|
||||
}
|
||||
|
||||
snap.clear();
|
||||
@@ -2151,9 +2150,9 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
}
|
||||
|
||||
App::I.async_start();
|
||||
tmp_layers.back().create(m_width, m_height, name.c_str());
|
||||
tmp_layers.back().clear({0, 0, 0, 0});
|
||||
tmp_layers.back().restore(snap);
|
||||
tmp_layers.back()->create(m_width, m_height, name.c_str());
|
||||
tmp_layers.back()->clear({ 0, 0, 0, 0 });
|
||||
tmp_layers.back()->restore(snap);
|
||||
tmp_order.push_back(n_order);
|
||||
App::I.async_end();
|
||||
}
|
||||
@@ -2223,25 +2222,25 @@ Image Canvas::thumbnail_generate(int w, int h)
|
||||
m_sampler_mask.bind(1); // linear
|
||||
for (auto layer_index : m_order)
|
||||
{
|
||||
if (!m_layers[layer_index].m_visible ||
|
||||
m_layers[layer_index].m_opacity == 0.f ||
|
||||
!m_layers[layer_index].m_dirty_face[i])
|
||||
if (!m_layers[layer_index]->m_visible ||
|
||||
m_layers[layer_index]->m_opacity == 0.f ||
|
||||
!m_layers[layer_index]->m_dirty_face[i])
|
||||
continue;
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
|
||||
}
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index].m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_face_plane.draw_fill();
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
@@ -2453,7 +2452,7 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
|
||||
|
||||
void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer)
|
||||
{
|
||||
draw_objects(observer, m_layers[m_current_layer_idx]);
|
||||
draw_objects(observer, *m_layers[m_current_layer_idx]);
|
||||
}
|
||||
|
||||
void Canvas::project2Dpoints(std::vector<vertex_t>& vertices)
|
||||
@@ -2725,7 +2724,7 @@ void Layer::resize(int width, int height)
|
||||
void ActionStroke::undo()
|
||||
{
|
||||
if (clear_layer)
|
||||
m_canvas->m_layers[m_layer_idx].clear({ 0, 0, 0, 0 });
|
||||
m_canvas->m_layers[m_layer_idx]->clear({ 0, 0, 0, 0 });
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// empty data
|
||||
@@ -2734,26 +2733,26 @@ void ActionStroke::undo()
|
||||
|
||||
LOG("undo box %d dirty=%s [%d,%d,%d,%d] to dirty=%s [%d,%d,%d,%d]",
|
||||
i,
|
||||
m_canvas->m_layers[m_layer_idx].m_dirty_face[i] ? "true" : "false",
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].x,
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].y,
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].z,
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].w,
|
||||
m_canvas->m_layers[m_layer_idx]->m_dirty_face[i] ? "true" : "false",
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].x,
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].y,
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].z,
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].w,
|
||||
m_old_dirty[i] ? "true" : "false",
|
||||
(int)m_old_box[i].x,
|
||||
(int)m_old_box[i].y,
|
||||
(int)m_old_box[i].z,
|
||||
(int)m_old_box[i].w);
|
||||
m_canvas->m_layers[m_layer_idx].m_dirty_box[i] = m_old_box[i];
|
||||
m_canvas->m_layers[m_layer_idx].m_dirty_face[i] = m_old_dirty[i];
|
||||
m_canvas->m_layers[m_layer_idx]->m_dirty_box[i] = m_old_box[i];
|
||||
m_canvas->m_layers[m_layer_idx]->m_dirty_face[i] = m_old_dirty[i];
|
||||
|
||||
|
||||
glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_canvas->m_layers[m_layer_idx].w && box_sz.y <= m_canvas->m_layers[m_layer_idx].h)
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_canvas->m_layers[m_layer_idx]->w && box_sz.y <= m_canvas->m_layers[m_layer_idx]->h)
|
||||
{
|
||||
m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
|
||||
m_canvas->m_layers[m_layer_idx]->m_rtt[i].bindTexture();
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, (int)m_box[i].x, (int)m_box[i].y, (int)box_sz.x, (int)box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
|
||||
m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
|
||||
m_canvas->m_layers[m_layer_idx]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2779,15 +2778,15 @@ Action* ActionStroke::get_redo()
|
||||
auto& layer = m_canvas->m_layers[m_layer_idx];
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!layer.m_dirty_face[i] && !m_image[i])
|
||||
if (!layer->m_dirty_face[i] && !m_image[i])
|
||||
continue; // no stroke on this face, skip it
|
||||
|
||||
layer.m_rtt[i].bindFramebuffer();
|
||||
layer->m_rtt[i].bindFramebuffer();
|
||||
|
||||
// save image before commit
|
||||
glm::vec2 box_or = xy(m_box[i]);
|
||||
glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= layer.w && box_sz.y <= layer.h)
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= layer->w && box_sz.y <= layer->h)
|
||||
{
|
||||
action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
|
||||
glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
@@ -2798,10 +2797,10 @@ Action* ActionStroke::get_redo()
|
||||
}
|
||||
|
||||
action->m_box[i] = m_box[i];
|
||||
action->m_old_box[i] = layer.m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer.m_dirty_face[i];
|
||||
action->m_old_box[i] = layer->m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer->m_dirty_face[i];
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
layer->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
// save history
|
||||
action->m_layer_idx = m_layer_idx;
|
||||
|
||||
@@ -165,7 +165,7 @@ public:
|
||||
std::unique_ptr<Stroke> m_current_stroke;
|
||||
std::unique_ptr<Stroke> m_dual_stroke;
|
||||
bool m_show_tmp = false;
|
||||
std::vector<Layer> m_layers;
|
||||
std::vector<std::unique_ptr<Layer>> m_layers;
|
||||
std::vector<int> m_order;
|
||||
std::vector<glm::vec2> m_plane_shape[6]; // screen space projection of the plane
|
||||
glm::mat4 m_plane_unproject[6] = SIXPLETTE(glm::mat4(1));
|
||||
|
||||
@@ -1034,12 +1034,12 @@ void CanvasModeTransform::enter(kCanvasMode prev)
|
||||
auto shape3d = triangulate(m_points_face[plane]);
|
||||
m_shape[plane].update_vertices(shape3d.data(), shape3d.size());
|
||||
|
||||
Canvas::I->m_layers[Canvas::I->m_current_layer_idx].m_rtt[plane].bindFramebuffer();
|
||||
Canvas::I->m_layers[Canvas::I->m_current_layer_idx]->m_rtt[plane].bindFramebuffer();
|
||||
m_tex[plane].create(bb_sz.x, bb_sz.y);
|
||||
m_tex[plane].bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
|
||||
m_tex[plane].unbind();
|
||||
Canvas::I->m_layers[Canvas::I->m_current_layer_idx].m_rtt[plane].unbindFramebuffer();
|
||||
Canvas::I->m_layers[Canvas::I->m_current_layer_idx]->m_rtt[plane].unbindFramebuffer();
|
||||
|
||||
m_commit_on_leave = true;
|
||||
}
|
||||
@@ -1050,7 +1050,7 @@ void CanvasModeTransform::enter(kCanvasMode prev)
|
||||
|
||||
GLint vp[4];
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glViewport(0, 0, layer.w, layer.h);
|
||||
glViewport(0, 0, layer->w, layer->h);
|
||||
|
||||
bool depth = glIsEnabled(GL_DEPTH_TEST);
|
||||
bool blend = glIsEnabled(GL_BLEND);
|
||||
@@ -1072,7 +1072,7 @@ void CanvasModeTransform::enter(kCanvasMode prev)
|
||||
auto mvp = proj * plane_camera * m_xform * m_xform_local;
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
|
||||
layer.m_rtt[i].bindFramebuffer();
|
||||
layer->m_rtt[i].bindFramebuffer();
|
||||
|
||||
glm::vec2 bb_min(Canvas::I->m_size);
|
||||
glm::vec2 bb_max(0, 0);
|
||||
@@ -1096,26 +1096,26 @@ void CanvasModeTransform::enter(kCanvasMode prev)
|
||||
|
||||
if (bb_sz.x <= 0.f || bb_sz.y <= 0.f)
|
||||
{
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
layer->m_rtt[i].unbindFramebuffer();
|
||||
continue;
|
||||
}
|
||||
|
||||
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
|
||||
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
action->m_box[i] = { bb_min, bb_max };
|
||||
action->m_old_box[i] = layer.m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer.m_dirty_face[i];
|
||||
action->m_old_box[i] = layer->m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer->m_dirty_face[i];
|
||||
|
||||
layer.m_dirty_face[i] = true;
|
||||
layer.m_dirty_box[i] = {
|
||||
glm::min(xy(layer.m_dirty_box[i]), bb_min),
|
||||
glm::max(zw(layer.m_dirty_box[i]), bb_max),
|
||||
layer->m_dirty_face[i] = true;
|
||||
layer->m_dirty_box[i] = {
|
||||
glm::min(xy(layer->m_dirty_box[i]), bb_min),
|
||||
glm::max(zw(layer->m_dirty_box[i]), bb_max),
|
||||
};
|
||||
|
||||
for (int j = 0; j < 6; j++)
|
||||
m_shape[j].draw_fill();
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
layer->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
|
||||
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
||||
@@ -1142,7 +1142,7 @@ void CanvasModeTransform::leave()
|
||||
|
||||
GLint vp[4];
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glViewport(0, 0, layer.w, layer.h);
|
||||
glViewport(0, 0, layer->w, layer->h);
|
||||
|
||||
bool depth = glIsEnabled(GL_DEPTH_TEST);
|
||||
bool blend = glIsEnabled(GL_BLEND);
|
||||
@@ -1179,7 +1179,7 @@ void CanvasModeTransform::leave()
|
||||
auto mvp = proj * mv;
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
|
||||
layer.m_rtt[i].bindFramebuffer();
|
||||
layer->m_rtt[i].bindFramebuffer();
|
||||
|
||||
std::vector<glm::vec2> poly2d;
|
||||
static std::vector<glm::vec2> face_corners{ {1,1}, {-1,1}, {-1,-1}, {1,-1} };
|
||||
@@ -1219,20 +1219,20 @@ void CanvasModeTransform::leave()
|
||||
|
||||
if (clipped.empty() || bb_sz.x <= 0.f || bb_sz.y <= 0.f)
|
||||
{
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
layer->m_rtt[i].unbindFramebuffer();
|
||||
continue;
|
||||
}
|
||||
|
||||
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
|
||||
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
action->m_box[i] = { bb_min, bb_max };
|
||||
action->m_old_box[i] = layer.m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer.m_dirty_face[i];
|
||||
action->m_old_box[i] = layer->m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer->m_dirty_face[i];
|
||||
|
||||
layer.m_dirty_face[i] = true;
|
||||
layer.m_dirty_box[i] = {
|
||||
glm::min(xy(layer.m_dirty_box[i]), bb_min),
|
||||
glm::max(zw(layer.m_dirty_box[i]), bb_max),
|
||||
layer->m_dirty_face[i] = true;
|
||||
layer->m_dirty_box[i] = {
|
||||
glm::min(xy(layer->m_dirty_box[i]), bb_min),
|
||||
glm::max(zw(layer->m_dirty_box[i]), bb_max),
|
||||
};
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -1247,7 +1247,7 @@ void CanvasModeTransform::leave()
|
||||
m_tex[j].unbind();
|
||||
}
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
layer->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
||||
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
||||
@@ -1257,7 +1257,7 @@ void CanvasModeTransform::leave()
|
||||
action->m_canvas = Canvas::I;
|
||||
//action->m_stroke = std::move(m_current_stroke);
|
||||
ActionManager::add(action);
|
||||
layer.optimize();
|
||||
layer->optimize();
|
||||
//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]);
|
||||
//m->clear();
|
||||
}
|
||||
|
||||
@@ -119,7 +119,7 @@ void NodeCanvas::draw()
|
||||
for (size_t i = 0; i < m_canvas->m_order.size(); i++)
|
||||
{
|
||||
auto layer_index = m_canvas->m_order[i];
|
||||
use_blend |= m_canvas->m_layers[layer_index].m_blend_mode != 0;
|
||||
use_blend |= m_canvas->m_layers[layer_index]->m_blend_mode != 0;
|
||||
}
|
||||
|
||||
if (use_blend)
|
||||
@@ -156,9 +156,9 @@ void NodeCanvas::draw()
|
||||
for (int plane_index = 0; plane_index < 6; plane_index++)
|
||||
{
|
||||
if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
|
||||
(!m_canvas->m_layers[layer_index].m_visible ||
|
||||
m_canvas->m_layers[layer_index].m_opacity == .0f ||
|
||||
!m_canvas->m_layers[layer_index].m_dirty_face[plane_index]))
|
||||
(!m_canvas->m_layers[layer_index]->m_visible ||
|
||||
m_canvas->m_layers[layer_index]->m_opacity == .0f ||
|
||||
!m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
|
||||
continue;
|
||||
|
||||
if (use_blend)
|
||||
@@ -183,12 +183,12 @@ void NodeCanvas::draw()
|
||||
ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
|
||||
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
|
||||
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_tmp[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
@@ -198,7 +198,7 @@ void NodeCanvas::draw()
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_tmp[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
|
||||
{
|
||||
@@ -216,8 +216,8 @@ void NodeCanvas::draw()
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
|
||||
//ShaderManager::u_int(kShaderUniform::DrawOnScreen, true);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
|
||||
@@ -235,7 +235,7 @@ void NodeCanvas::draw()
|
||||
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_tmp[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
@@ -255,7 +255,7 @@ void NodeCanvas::draw()
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_tmp[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -264,21 +264,21 @@ void NodeCanvas::draw()
|
||||
ShaderManager::use(kShader::TextureAlphaSep);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
|
||||
m_face_plane.draw_fill();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
|
||||
if (use_blend)
|
||||
@@ -298,7 +298,7 @@ void NodeCanvas::draw()
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 2);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index].m_blend_mode);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
|
||||
|
||||
@@ -330,7 +330,7 @@ void NodeCanvas::draw()
|
||||
#ifdef _DEBUG
|
||||
// draw dirty area
|
||||
{
|
||||
auto bb = m_canvas->m_layers[layer_index].m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index].w;
|
||||
auto bb = m_canvas->m_layers[layer_index]->m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index]->w;
|
||||
glm::vec2 bbmin = xy(bb);
|
||||
glm::vec2 bbsz = zw(bb) - xy(bb);
|
||||
ShaderManager::use(kShader::Color);
|
||||
|
||||
@@ -283,7 +283,7 @@ void NodePanelLayer::clear()
|
||||
void NodePanelLayer::update_attributes()
|
||||
{
|
||||
auto& l = Canvas::I->m_layers[Canvas::I->m_current_layer_idx];
|
||||
m_opacity->set_value(l.m_opacity);
|
||||
m_alpha_lock->set_value(l.m_alpha_locked);
|
||||
m_blend_mode->set_index(l.m_blend_mode);
|
||||
m_opacity->set_value(l->m_opacity);
|
||||
m_alpha_lock->set_value(l->m_alpha_locked);
|
||||
m_blend_mode->set_index(l->m_blend_mode);
|
||||
}
|
||||
|
||||
15
src/rtt.cpp
15
src/rtt.cpp
@@ -12,6 +12,21 @@ RTT::RTT()
|
||||
bound = false;
|
||||
}
|
||||
|
||||
RTT::RTT(RTT&& other)
|
||||
{
|
||||
fboID = other.fboID;
|
||||
rboID = other.rboID;
|
||||
w = other.w;
|
||||
h = other.h;
|
||||
bound = other.bound;
|
||||
|
||||
other.fboID = 0;
|
||||
other.rboID = 0;
|
||||
other.w = 0;
|
||||
other.h = 0;
|
||||
other.bound = false;
|
||||
}
|
||||
|
||||
RTT::~RTT()
|
||||
{
|
||||
//destroy();
|
||||
|
||||
Reference in New Issue
Block a user