#include "pch.h" #include "app.h" #include "log.h" #include "node_canvas.h" #include "node_image_texture.h" Node* NodeCanvas::clone_instantiate() const { return new NodeCanvas(); } void NodeCanvas::init() { m_mouse_ignore = false; m_canvas = std::make_unique(); m_canvas->create(CANVAS_RES, CANVAS_RES); m_canvas->m_unsaved = false; m_canvas->m_node = this; m_sampler.create(); m_sampler.set_filter(GL_LINEAR, GL_NEAREST); m_sampler_linear.create(GL_LINEAR); m_sampler_stencil.create(GL_LINEAR, GL_REPEAT); m_face_plane.create<1>(2, 2); m_line.create(); CanvasMode::node = this; CanvasMode::canvas = m_canvas.get(); for (int i = 0; i < (int)ui::Canvas::kCanvasMode::COUNT; i++) for (auto m : ui::Canvas::modes[i]) m->init(); m_grid.create(1, 1, m_grid_divs); } void NodeCanvas::restore_context() { Node::restore_context(); m_canvas->create(CANVAS_RES, CANVAS_RES); m_sampler.create(); m_sampler.set_filter(GL_LINEAR, GL_NEAREST); m_face_plane.create<1>(2, 2); m_canvas->snapshot_restore(); CanvasMode::node = this; CanvasMode::canvas = m_canvas.get(); for (int i = 0; i < (int)ui::Canvas::kCanvasMode::COUNT; i++) for (auto m : ui::Canvas::modes[i]) m->init(); } void NodeCanvas::clear_context() { Node::clear_context(); m_canvas->snapshot_save(data_path); m_canvas->clear_context(); // TODO: clear CanvasMode objects } void NodeCanvas::draw() { using namespace ui; GLint vp[4]; GLfloat cc[4]; glGetIntegerv(GL_VIEWPORT, vp); glGetFloatv(GL_COLOR_CLEAR_VALUE, cc); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); float zoom = root()->m_zoom; auto box = m_clip * zoom; glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w); glViewport(c.x, c.y, c.z, c.w); //m_canvas->m_cam_rot = m_pan * 0.003f; glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f); glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f); glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) * glm::translate(m_canvas->m_cam_pos); m_canvas->m_mv = camera; m_canvas->m_proj = proj; m_canvas->m_box = box; m_canvas->m_vp = c; // auto plane_mvp = proj * camera * transform * // glm::scale(glm::vec3(sz, 1)); m_sampler.bind(0); m_sampler.bind(1); m_sampler.bind(2); m_sampler_stencil.bind(3); auto blend = glIsEnabled(GL_BLEND); auto depth = glIsEnabled(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); for (int plane_index = 0; plane_index < 6; plane_index++) { auto plane_mvp = proj * camera * glm::scale(glm::vec3(m_canvas->m_order.size() + 500)) * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1)); ui::ShaderManager::use(kShader::Checkerboard); ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp); m_face_plane.draw_fill(); } glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); float pitch = 0; if (auto slider = root()->find("pitch-slider")) pitch = (slider->get_value() - 0.5) * glm::half_pi(); float yaw = 0; if (auto slider = root()->find("yaw-slider")) yaw = (slider->get_value() - 0.5) * glm::half_pi(); float roll = 0; if (auto slider = root()->find("roll-slider")) roll = (slider->get_value() - 0.5) * glm::half_pi(); for (size_t i = 0; i < m_canvas->m_order.size(); i++) { auto layer_index = m_canvas->m_order[i]; for (int plane_index = 0; plane_index < 6; plane_index++) { if (m_canvas->m_layers[layer_index].m_opacity == .0f) continue; int z = (int)(m_canvas->m_order.size() - i); auto plane_mvp_z = proj * camera * glm::scale(glm::vec3(z + 1)) * glm::eulerAngleYXZ(yaw, pitch, roll) * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1)); if (m_canvas->m_state == ui::Canvas::kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) { m_sampler.bind(0); ui::ShaderManager::use(kShader::CompErase); ui::ShaderManager::u_int(kShaderUniform::Tex, 0); ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); //ui::ShaderManager::u_int(kShaderUniform::TexMask, 2); ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity); //ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked); //ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active); ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); glActiveTexture(GL_TEXTURE0); m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE1); m_canvas->m_tmp[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE2); m_canvas->m_smask.m_rtt[plane_index].bindTexture(); m_face_plane.draw_fill(); m_canvas->m_smask.m_rtt[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE1); m_canvas->m_tmp[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE0); m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); } else if(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) { m_sampler.bind(0); auto& paper = TextureManager::get(const_hash("data/paper.jpg")); ui::ShaderManager::use(kShader::CompDraw); ui::ShaderManager::u_int(kShaderUniform::Tex, 0); ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); ui::ShaderManager::u_int(kShaderUniform::TexMask, 2); //ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3); ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity); ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked); ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active); ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode); ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); glActiveTexture(GL_TEXTURE0); m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE1); m_canvas->m_tmp[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE2); m_canvas->m_smask.m_rtt[plane_index].bindTexture(); glActiveTexture(GL_TEXTURE3); paper.bind(); m_face_plane.draw_fill(); paper.unbind(); glActiveTexture(GL_TEXTURE2); m_canvas->m_smask.m_rtt[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE1); m_canvas->m_tmp[plane_index].unbindTexture(); glActiveTexture(GL_TEXTURE0); m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture(); } else { m_sampler.bind(0); m_sampler_linear.bind(1); ui::ShaderManager::use(kShader::TextureAlphaSep); ui::ShaderManager::u_int(kShaderUniform::Tex, 0); ui::ShaderManager::u_int(kShaderUniform::TexA, 1); ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity); ui::ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight); ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); glActiveTexture(GL_TEXTURE0); 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_face_plane.draw_fill(); glActiveTexture(GL_TEXTURE1); 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(); } // if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) // { // glDisable(GL_BLEND); // ui::ShaderManager::use(kShader::TextureAlpha); // ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity); // ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); // ui::ShaderManager::u_float(kShaderUniform::Alpha, 1); // m_canvas->m_tmp[plane_index].bindTexture(); // m_face_plane.draw_fill(); // m_canvas->m_tmp[plane_index].unbindTexture(); // glEnable(GL_BLEND); // } } } /* if (m_canvas->m_smask_active && !m_canvas->m_show_tmp) { glDisable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); for (int plane_index = 0; plane_index < 6; plane_index++) { auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1)); ui::ShaderManager::use(kShader::TextureAlpha); ui::ShaderManager::u_int(kShaderUniform::Tex, 0); ui::ShaderManager::u_float(kShaderUniform::Alpha, 0.5f); ui::ShaderManager::u_int(kShaderUniform::Highlight, 0); ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp); glActiveTexture(GL_TEXTURE0); m_canvas->m_smask.m_rtt[plane_index].bindTexture(); m_face_plane.draw_fill(); m_canvas->m_smask.m_rtt[plane_index].unbindTexture(); } } */ for (auto& mode : *m_canvas->m_mode) mode->on_Draw(ortho_proj, proj, camera); glDisable(GL_DEPTH_TEST); if (m_canvas->m_smask_active) { m_canvas->modes[(int)Canvas::kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera); m_canvas->modes[(int)Canvas::kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera); } // keep drawing the grids if (m_canvas->m_state != ui::Canvas::kCanvasMode::Grid) for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid]) mode->on_Draw(ortho_proj, proj, camera); if (App::I.grid->m_groud_opacity->get_value() > 0.f) { glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); // DRAW GRIDS ui::ShaderManager::use(kShader::Color); // ground grid int grid_divs = glm::floor(App::I.grid->m_groud_scale->get_value() * 100); if (grid_divs != m_grid_divs && (grid_divs % 2) == 0) { m_grid_divs = grid_divs; m_grid.create(1, 1, grid_divs); } float grid_scale = m_grid_divs * 0.01f; ui::ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4( glm::vec3(App::I.grid->m_groud_value->get_value()), App::I.grid->m_groud_opacity->get_value())); ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * glm::translate(glm::vec3(0, glm::pow(App::I.grid->m_groud_height->get_value() - 0.5f, 3), 0)) * glm::eulerAngleX(glm::radians(90.f)) * glm::scale(glm::vec3(grid_scale, grid_scale, 1)) ); //m_grid.draw_stroke(); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); App::I.grid->m_hm_plane.draw_fill(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); App::I.grid->m_hm_plane.draw_stroke(); } // box grid // ceiling // ui::ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4( // glm::vec3(App::I.grid->m_groud_value->get_value()), // App::I.grid->m_box_opacity->get_value())); // ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera // * glm::translate(glm::vec3(0, (App::I.grid->m_groud_height->get_value() + App::I.grid->m_box_height->get_value() - 0.5f) * 2.f, 0)) // * glm::eulerAngleX(glm::radians(90.f)) // * glm::scale(glm::vec3(grid_scale, grid_scale, 1)) // ); // m_grid.draw_stroke(); //ui::ShaderManager::use(kShader::Equirect); //ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(.5, .5, 1))); //ui::ShaderManager::u_int(kShaderUniform::Tex, 0); //glBindTexture(GL_TEXTURE_CUBE_MAP, m_canvas->cube_id); //m_face_plane.draw_fill(); //glBindTexture(GL_TEXTURE_CUBE_MAP, 0); // ui::ShaderManager::use(kShader::Color); // ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera); // ui::ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 }); // static glm::vec4 AB[4]{ {-.75, 0, -1, 1},{ -.75, 0, 1, 1 } }; // m_line.update_vertices(AB); // m_line.draw_stroke(); blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND); depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST); m_sampler.unbind(); glViewport(vp[0], vp[1], vp[2], vp[3]); glClearColor(cc[0], cc[1], cc[2], cc[3]); } void NodeCanvas::handle_resize(glm::vec2 old_size, glm::vec2 new_size) { if (new_size.x != m_canvas->m_width || new_size.y != m_canvas->m_height) { #if __IOS__ m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale, (int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA16F); #else m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale, (int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA32F); #endif if (auto img = root()->find("tex-debug")) img->tex.assign(m_canvas->m_mixer.getTextureID()); // m_canvas->resize((int)new_size.x, (int)new_size.y); // m_canvas->clear(); } } kEventResult NodeCanvas::handle_event(Event* e) { Node::handle_event(e); MouseEvent* me = static_cast(e); KeyEvent* ke = static_cast(e); GestureEvent* ge = static_cast(e); auto loc = (me->m_pos - m_pos) * root()->m_zoom; switch (e->m_type) { case kEventType::MouseScroll: case kEventType::MouseDownL: case kEventType::MouseUpL: case kEventType::MouseDownR: case kEventType::MouseUpR: case kEventType::MouseMove: case kEventType::MouseCancel: m_canvas->m_cur_pos = loc; if (!(m_canvas->m_touch_lock && me->m_source == kEventSource::Touch)) for (auto& mode : *m_canvas->m_mode) mode->on_MouseEvent(me, loc); break; case kEventType::KeyDown: if (ke->m_key == kKey::KeyE) ui::Canvas::set_mode(ui::Canvas::kCanvasMode::Erase); if (ke->m_key == kKey::AndroidBack) if (!ActionManager::empty()) ActionManager::undo(); break; case kEventType::KeyUp: if (ke->m_key == kKey::KeyE) ui::Canvas::set_mode(ui::Canvas::kCanvasMode::Draw); if (ke->m_key == kKey::KeyTab) App::I.toggle_ui(); if (ke->m_key == kKey::KeyZ && App::I.keys[(int)kKey::KeyCtrl]) App::I.keys[(int)kKey::KeyShift] ? ActionManager::redo() : ActionManager::undo(); if (ke->m_key == kKey::KeyS && App::I.keys[(int)kKey::KeyCtrl] && !App::I.keys[(int)kKey::KeyShift]) { if (ui::Canvas::I->m_newdoc) { App::I.dialog_save(); } else if (ui::Canvas::I->m_unsaved) { ui::Canvas::I->project_save(); } } if (ke->m_key == kKey::KeyS && App::I.keys[(int)kKey::KeyCtrl] && App::I.keys[(int)kKey::KeyShift]) { if (ui::Canvas::I->m_newdoc) { App::I.dialog_save(); } else if (ui::Canvas::I->m_unsaved) { App::I.dialog_save_ver(); } } break; case kEventType::GestureStart: mouse_capture(); for (auto& mode : *m_canvas->m_mode) mode->on_GestureEvent(ge); break; case kEventType::GestureMove: for (auto& mode : *m_canvas->m_mode) mode->on_GestureEvent(ge); break; case kEventType::GestureEnd: mouse_release(); for (auto& mode : *m_canvas->m_mode) mode->on_GestureEvent(ge); break; default: return kEventResult::Available; break; } return kEventResult::Consumed; } void NodeCanvas::reset_camera() { m_canvas->m_cam_rot = {0, 0}; m_canvas->m_cam_pos = {0, 0, 0}; m_canvas->m_cam_fov = 85; m_canvas->m_pan = {0, 0}; }