refactor Brush to be used in shared_ptr
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@@ -65,7 +65,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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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::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_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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@@ -86,18 +86,18 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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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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sampler.bind(0);
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auto& paper = TextureManager::get(canvas->m_canvas->m_current_stroke->m_brush.m_tex_stencil_id);
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auto& paper = *canvas->m_canvas->m_current_stroke->m_brush->m_stencil_texture;
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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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_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
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//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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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::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, 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::BlendMode, canvas->m_canvas->m_current_stroke->m_brush.m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, canvas->m_canvas->m_current_stroke->m_brush->m_blend_mode);
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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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@@ -163,25 +163,25 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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{
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auto pos = mode->m_resizing ? mode->m_size_pos_start : mode->m_cur_pos;
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if (App::I.keys[(int)kKey::KeyAlt] && !mode->m_resizing)
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pos.x = pos.x - canvas->m_canvas->m_current_brush.m_tip_size * 500;
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pos.x = pos.x - canvas->m_canvas->m_current_brush->m_tip_size * 500;
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auto cur = (glm::vec2(pos.x / width, 1.f - pos.y / height) - 0.5f) * 2.f;
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ShaderManager::use(kShader::StrokePreview);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_color), 1);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1);
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ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
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ShaderManager::u_mat4(kShaderUniform::MVP,
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proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_size * 800.f / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush.m_tip_angle * (float)(M_PI * 2.0))
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 800.f / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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auto& tex = TextureManager::get(canvas->m_canvas->m_current_brush.m_tex_id);
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auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture;
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tex.bind();
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sampler_linear.bind(0);
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m_face_plane.draw_fill();
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@@ -238,19 +238,19 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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auto pos = glm::translate(glm::normalize(vr_controller_pos));
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ShaderManager::use(kShader::StrokePreview);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_color), 1);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1);
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ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
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ShaderManager::u_mat4(kShaderUniform::MVP,
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proj * camera * pos *
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glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) *
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//glm::scale(glm::vec3(0.1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_size * 800.f / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush.m_tip_angle * (float)(M_PI * 2.0))
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 800.f / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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auto& tex = TextureManager::get(canvas->m_canvas->m_current_brush.m_tex_id);
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auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture;
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tex.bind();
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sampler_linear.bind(0);
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m_face_plane.draw_fill();
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