Files
panopainter/engine/canvas.h

127 lines
3.2 KiB
C++

#pragma once
#include "rtt.h"
#include "texture.h"
#include "shader.h"
#include "shape.h"
#include "brush.h"
#include "action.h"
NS_START
class Layer
{
public:
RTT m_rtt[6];
bool m_visible = true;
bool m_locked = false;
float m_opacity = 1.f;
std::string m_name;
struct Snapshot
{
std::unique_ptr<uint8_t[]> image[6];
void create(int w, int h)
{
for (int i = 0; i < 6; i++)
image[i] = std::make_unique<uint8_t[]>(w*h*4);
}
};
bool create(int width, int height, std::string name);
void clear(const glm::vec4& c);
Snapshot snapshot(std::string data_path);
void restore(const Snapshot& snap);
void destroy();
};
class Canvas
{
Plane m_plane;
Plane m_plane_brush;
BrushMesh m_mesh;
bool m_dirty = false;
public:
static Canvas* I;
bool m_erase = false;
glm::mat4 m_mv;
glm::mat4 m_proj;
glm::vec4 m_box;
int m_width;
int m_height;
bool m_use_instanced = false;
int m_current_layer_idx = 0;
std::unique_ptr<Stroke> m_current_stroke;
bool m_show_tmp = false;
std::vector<Layer> m_layers;
std::vector<int> m_order;
glm::vec4 m_dirty_box[6];
bool m_dirty_face[6];
RTT m_tmp[6];
Texture2D m_tex[6];
Texture2D m_tex2[6];
static glm::vec3 m_plane_origin[6];
static glm::vec3 m_plane_normal[6];
static glm::vec3 m_plane_tangent[6];
static glm::mat4 m_plane_transform[6];
Sampler m_sampler;
Sampler m_sampler_bg;
glm::vec2 m_cam_rot;
float m_cam_fov = 85;
GLuint cube_id;
RTT m_latlong;
std::vector<Layer::Snapshot> m_layers_snapshot;
Canvas() { I = this; }
bool create(int width, int height);
void resize(int width, int height);
void layer_add(std::string name);
void layer_order(int idx, int pos);
void stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush);
void stroke_update(glm::vec2 point, float pressure);
void stroke_draw();
void stroke_end();
void stroke_commit();
void clear(const glm::vec4& color = { 1, 1, 1, 0 });
void snapshot_save(std::string data_path);
void snapshot_restore();
void clear_context();
void save(std::string data_path);
void project_save(std::string data_path);
void project_open(std::string data_path);
ui::Image thumbnail_generate(int w, int h);
ui::Image thumbnail_read(std::string data_path);
void preview_generate();
};
class ActionStroke : public Action
{
public:
std::unique_ptr<Stroke> m_stroke;
std::unique_ptr<uint8_t[]> m_image[6];
glm::ivec4 m_box[6];
bool m_dirty[6];
int m_layer_idx;
Canvas* m_canvas;
virtual void run() override
{
}
virtual void undo() override
{
for (int i = 0; i < 6; i++)
{
// empty data
if (!m_image[i])
continue;
m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
glm::vec2 box_sz = m_box[i].zw() - m_box[i].xy();
glTexSubImage2D(GL_TEXTURE_2D, 0, m_box[i].x, m_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
}
}
};
NS_END