#pragma once #include "rtt.h" #include "texture.h" #include "shader.h" #include "shape.h" NS_START class Brush { public: std::string m_name; int id; uint16_t m_texture_id; }; class Stroke { public: struct Keypoint { glm::vec2 pos; float pressure; }; int m_layer; float m_dist; std::shared_ptr m_brush; std::vector m_keypoints; void add_point(glm::vec2 pos, float pressure) { m_keypoints.emplace_back(); m_keypoints.back().pos = pos; m_keypoints.back().pressure = pressure; } }; class Layer { public: RTT m_rtt; bool m_visible = true; bool m_locked = false; float m_alpha = 1.f; std::string m_name; bool create(int width, int height, std::string name) { m_rtt.create(width, height); return true; } }; 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; 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); return true; } 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, std::shared_ptr brush) { m_strokes.emplace_back(); m_strokes.back().m_brush = brush; m_strokes.back().add_point(point, pressure); 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); auto mvp = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f) * glm::translate(glm::vec3(point, 0)) * glm::scale(glm::vec3(30, 30, 1)); auto& tex = TextureManager::get(m_current_stroke->m_brush->m_texture_id); tex.bind(); m_sampler.bind(0); ui::ShaderManager::use(kShader::Texture); ui::ShaderManager::u_int(kShaderUniform::Tex, 0); ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp); m_plane.draw_fill(); m_sampler.unbind(); tex.unbind(); 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