#pragma once #include "rtt.h" #include "texture.h" #include "shader.h" #include "shape.h" #include "brush.h" NS_START class Canvas { public: int m_width; int m_height; std::vector m_layers; std::vector m_strokes; std::unique_ptr m_tmp; Stroke* m_current_stroke = nullptr; int m_current_layer_idx = 0; RTT m_fb; Sampler m_sampler; Plane m_plane; BrushMesh m_mesh; bool m_use_instanced = false; std::minstd_rand prng; bool create(int width, int height) { m_width = width; m_height = height; m_tmp = std::make_unique(); m_tmp->create(width, height, "tmp"); m_fb.create(width, height); m_sampler.create(); m_plane.create<1>(1, 1); m_mesh.create(); return true; } void resize(int width, int height) { m_width = width; m_height = height; m_tmp->create(width, height, "tmp"); m_fb.create(width, height); } void layer_add(std::string name) { m_layers.emplace_back(); m_layers.back().create(m_width, m_height, name); } void stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush) { prng.seed(0); m_strokes.emplace_back(); m_strokes.back().start(point, pressure, brush); m_current_stroke = &m_strokes.back(); } void stroke_update(glm::vec2 point, float pressure) { m_current_stroke->add_point(point, pressure); m_fb.bindFramebuffer(); GLint vp[4]; GLfloat cc[4]; glGetIntegerv(GL_VIEWPORT, vp); glGetFloatv(GL_COLOR_CLEAR_VALUE, cc); glViewport(0, 0, m_width, m_height); glEnable(GL_BLEND); auto proj = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f); auto m_brush = m_current_stroke->m_brush; auto samples = m_current_stroke->compute_samples(); auto& tex = TextureManager::get(m_brush.m_tex_id); tex.bind(); m_sampler.bind(0); if (m_use_instanced) { m_mesh.shader.use(); m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color); m_mesh.shader.u_int(kShaderUniform::Tex, 0); m_mesh.draw(samples, proj); } else { ShaderManager::use("stroke"); ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color); ShaderManager::u_int(kShaderUniform::Tex, 0); for (const auto& s : samples) { auto mvp = proj * glm::translate(glm::vec3(s.pos, 0)) * glm::scale(glm::vec3(s.size, s.size, 1)) * glm::eulerAngleZ(s.angle); ShaderManager::u_mat4(kShaderUniform::MVP, mvp); ShaderManager::u_float(kShaderUniform::Alpha, s.flow); m_plane.draw_fill(); } } m_sampler.unbind(); tex.unbind(); glDisable(GL_BLEND); glViewport(vp[0], vp[1], vp[2], vp[3]); glClearColor(cc[0], cc[1], cc[2], cc[3]); m_fb.unbindFramebuffer(); } void stroke_end() { m_current_stroke = nullptr; } void clear() { m_fb.bindFramebuffer(); GLint vp[4]; GLfloat cc[4]; glGetIntegerv(GL_VIEWPORT, vp); glGetFloatv(GL_COLOR_CLEAR_VALUE, cc); glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); glViewport(0, 0, m_width, m_height); // glViewport(vp[0], vp[1], vp[2], vp[3]); glClearColor(cc[0], cc[1], cc[2], cc[3]); m_fb.unbindFramebuffer(); } }; NS_END