#include "pch.h" #include "log.h" #include "canvas.h" void ui::Canvas::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(); } void ui::Canvas::stroke_end() { m_current_stroke = nullptr; } void ui::Canvas::stroke_draw() { if (!(m_current_stroke && m_current_stroke->has_sample())) return; 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 ui::Canvas::stroke_update(glm::vec2 point, float pressure) { m_current_stroke->add_point(point, pressure); } void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush) { m_strokes.emplace_back(); m_strokes.back().start(brush); m_strokes.back().add_point(point, pressure); m_current_stroke = &m_strokes.back(); } void ui::Canvas::layer_add(std::string name) { m_layers.emplace_back(); m_layers.back().create(m_width, m_height, name); } void ui::Canvas::resize(int width, int height) { m_width = width; m_height = height; m_tmp->create(width, height, "tmp"); m_fb.create(width, height); } bool ui::Canvas::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; }