From eb4cf07162cdf7c162aef0b62f29f19b365f12a9 Mon Sep 17 00:00:00 2001 From: omigamedev Date: Wed, 2 Aug 2017 23:15:13 +0100 Subject: [PATCH] picking works on iOS, now cleanup the code --- engine/canvas.cpp | 1 - engine/canvas_modes.cpp | 35 ----------------------------------- 2 files changed, 36 deletions(-) diff --git a/engine/canvas.cpp b/engine/canvas.cpp index e9aca2a..ff367c8 100644 --- a/engine/canvas.cpp +++ b/engine/canvas.cpp @@ -104,7 +104,6 @@ void ui::Canvas::pick_update(int plane) if (!m_pick_data[plane]) m_pick_data[plane] = std::make_unique(m_width*m_height); glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get()); - LOG("read plane %d", plane); m_tmp[i].unbindFramebuffer(); } diff --git a/engine/canvas_modes.cpp b/engine/canvas_modes.cpp index a3d00a9..6a6b1a4 100644 --- a/engine/canvas_modes.cpp +++ b/engine/canvas_modes.cpp @@ -98,41 +98,6 @@ void CanvasModePen::on_MouseEvent(MouseEvent* me, glm::vec2& loc) auto hsv = convert_rgb2hsv(glm::vec3(pix[0], pix[1], pix[2])); App::I.color->m_hue->set_value(hsv.x); App::I.color->m_quad->set_value(1.f - hsv.y, 1.f - hsv.z); - - /* - glm::vec3 ray_origin; - glm::vec3 ray_dir; - glm::vec3 hit_pos; - glm::vec3 hit_normal; - int plane_id; - if (canvas->point_trace(loc, ray_origin, ray_dir, hit_pos, hit_normal, plane_id)) - { - canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane_id].bindFramebuffer(); - glm::vec2 fbpos = (hit_pos.xy() * 0.5f + 0.5f) * glm::vec2(canvas->m_width, canvas->m_height); - int x = fbpos.x; - int y = fbpos.y; - glm::u8vec4 sample; - glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &sample); - glm::vec3 pix = glm::vec3(sample) / 255.f; - auto hsv = convert_rgb2hsv(glm::vec3(pix[0], pix[1], pix[2])); - App::I.color->m_hue->set_value(hsv.x); - App::I.color->m_quad->set_value(1.f - hsv.y, 1.f - hsv.z); - canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane_id].unbindFramebuffer(); - } - */ -/* - glm::vec2 fbpos = me->m_pos * node->root()->m_zoom; - int x = fbpos.x; - int y = App::I.height - fbpos.y - 1; - glm::i8vec4 sample; - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glReadBuffer(GL_FRONT); - glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &sample); - glm::vec3 pix = glm::vec3(sample) / 255.f; - auto hsv = convert_rgb2hsv(glm::vec3(pix[0], pix[1], pix[2])); - App::I.color->m_hue->set_value(hsv.x); - App::I.color->m_quad->set_value(1.f - hsv.y, 1.f - hsv.z); - */ } m_dragging = false; m_picking = false;