Files
panopainter/src/canvas_modes.cpp

1333 lines
44 KiB
C++

#include "pch.h"
#include "log.h"
#include "canvas_modes.h"
#include "layout.h"
#include "canvas.h"
#include "shader.h"
#include "node_canvas.h"
#include "app.h"
#include "util.h"
NodeCanvas* CanvasMode::node;
ui::Canvas* CanvasMode::canvas;
void CanvasModeBasicCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownL:
// if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
// {
// m_draggingR = true;
// m_dragR_start = me->m_pos;
// m_pan_start = canvas->m_pan;
// node->mouse_capture();
// }
break;
case kEventType::MouseUpL:
// if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
// {
// m_draggingR = false;
// node->mouse_release();
// }
break;
case kEventType::MouseDownR:
if (App::I.keys[(int)kKey::KeyAlt])
break;
m_draggingR = true;
m_dragR_start = me->m_pos;
m_pan_start = canvas->m_pan;
node->mouse_capture();
break;
case kEventType::MouseUpR:
m_draggingR = false;
node->mouse_release();
break;
case kEventType::MouseMove:
if (m_draggingR)
{
auto dir = (App::I.has_vr && App::I.vr_active) ? glm::vec2(1, 1) : glm::vec2(-1, -1);
canvas->m_pan = m_pan_start + (me->m_pos - m_dragR_start) * dir * (canvas->m_cam_fov / 85.f);
auto angle = canvas->m_pan * 0.003f;
canvas->m_cam_rot = glm::eulerAngleXY(angle.y, angle.x);
}
break;
case kEventType::MouseScroll:
m_zoom_canvas += me->m_scroll_delta * 0.1f;
canvas->m_cam_fov -= me->m_scroll_delta * 2.0f;
App::I.brush_update();
break;
case kEventType::MouseCancel:
m_draggingR = false;
node->mouse_release();
break;
default:
break;
}
}
void CanvasModeBasicCamera::on_GestureEvent(GestureEvent* ge)
{
switch (ge->m_type)
{
case kEventType::GestureStart:
m_pan_start = canvas->m_pan;
m_zoom_start = m_zoom_canvas;
m_camera_fov = canvas->m_cam_fov;
break;
case kEventType::GestureMove:
canvas->m_pan = m_pan_start + ge->m_pos_delta * glm::vec2(-1, -1) * 0.3f * (canvas->m_cam_fov / 85.f);
canvas->m_cam_fov = m_camera_fov - ge->m_distance_delta * .05f;
auto angle = canvas->m_pan * 0.003f;
canvas->m_cam_rot = glm::eulerAngleXY(angle.y, angle.x);
App::I.brush_update();
break;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModePen::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
#if defined(__IOS__)
m_draw_tip = (me->m_source == kEventSource::Mouse);
#else
m_draw_tip = (me->m_source == kEventSource::Mouse || me->m_source == kEventSource::Stylus);
#endif // _WIN32
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
if (App::I.keys[(int)kKey::KeyAlt] || m_picking)
{
m_picking = true;
canvas->pick_start();
glm::vec4 pix = canvas->pick_get(loc);
canvas->m_current_brush.m_tip_color = pix;
App::I.color->set_color(pix);
}
else
{
canvas->stroke_start({ loc, 0 }, me->m_pressure, canvas->m_current_brush);
}
m_dragging = true;
node->mouse_capture();
break;
case kEventType::MouseUpL:
if (m_dragging && !m_picking)
{
node->mouse_release();
canvas->stroke_end();
}
if (m_dragging && m_picking)
{
node->mouse_release();
glm::vec4 pix = canvas->pick_get(loc);
canvas->m_current_brush.m_tip_color = pix;
App::I.color->set_color(pix);
canvas->pick_end();
}
m_dragging = false;
m_picking = false;
break;
case kEventType::MouseDownR:
if (App::I.keys[(int)kKey::KeyAlt])
{
m_resizing = true;
m_dragging = true;
m_size_pos_start = m_cur_pos;
m_size_value_start = canvas->m_current_brush.m_tip_size;
node->mouse_capture();
}
break;
case kEventType::MouseUpR:
if (m_dragging && m_resizing)
{
node->mouse_release();
m_dragging = false;
m_resizing = false;
}
break;
case kEventType::MouseMove:
if (m_dragging && !m_picking && !m_resizing)
canvas->stroke_update({ loc, 0 }, me->m_pressure);
if (m_dragging && m_picking)
{
glm::vec4 pix = canvas->pick_get(loc);
canvas->m_current_brush.m_tip_color = pix;
App::I.color->set_color(pix);
}
if (m_dragging && m_resizing)
{
auto diff = m_cur_pos - m_size_pos_start;
canvas->m_current_brush.m_tip_size = m_size_value_start + diff.x * 0.001f;
}
m_cur_pos = loc;
break;
case kEventType::MouseCancel:
if (m_dragging)
{
canvas->stroke_cancel();
m_dragging = false;
node->mouse_release();
}
if (m_picking)
m_picking = false;
if (m_resizing)
m_resizing = false;
break;
default:
break;
}
}
void CanvasModePen::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_draw_tip)
{
auto pos = m_resizing ? m_size_pos_start : m_cur_pos;
if (App::I.keys[(int)kKey::KeyAlt] && !m_resizing)
pos.x = pos.x - canvas->m_current_brush.m_tip_size * 500.f;
ui::ShaderManager::use(ui::kShader::StrokePreview);
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, canvas->m_current_brush.m_tip_flow);
float tip_scale_fix = 1.f / glm::tan(glm::radians(ui::Canvas::I->m_cam_fov * 0.5f));
float tip_scale = canvas->m_current_brush.m_tip_size * 800.f * tip_scale_fix;
float tip_angle = canvas->m_current_brush.m_tip_angle * (float)(M_PI * 2.0);
glm::vec2 tip_offset = glm::vec2(0);
auto tip_color = glm::vec4(glm::vec3(canvas->m_current_brush.m_tip_color), 1);
if (canvas->m_current_stroke)
{
const auto& s = canvas->m_current_stroke->m_prev_sample;
if (s.size > 0.f)
{
tip_scale = s.size;
tip_angle = s.angle;
tip_offset = s.pos - s.origin;
tip_color = glm::vec4(s.col, s.flow);
}
}
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, tip_color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(pos + tip_offset, 0)) *
glm::scale(glm::vec3(tip_scale)) *
glm::eulerAngleZ(tip_angle)
);
bool blend = glIsEnabled(GL_BLEND);
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
auto& tex = TextureManager::get(canvas->m_current_brush.m_tex_id);
tex.bind();
canvas->m_sampler_brush.bind(0);
canvas->m_plane.draw_fill();
tex.unbind();
if (!blend) glDisable(GL_BLEND);
}
}
void CanvasModePen::leave()
{
m_brush = canvas->m_current_brush;
}
void CanvasModePen::enter()
{
m_cur_pos = ui::Canvas::I->m_cur_pos;
if (m_valid_brush)
{
canvas->m_current_brush = m_brush;
App::I.brush_update();
}
else
{
m_brush = canvas->m_current_brush;
m_valid_brush = true;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
node->mouse_capture();
m_dragging = true;
m_drag_start = loc;
m_drag_pos = loc;
break;
case kEventType::MouseUpL:
node->mouse_release();
if (m_dragging)
{
canvas->stroke_start({ m_drag_start, 0 }, 1.f, canvas->m_current_brush);
canvas->stroke_update({ m_drag_pos, 0 }, 1.f);
canvas->stroke_end();
}
m_dragging = false;
break;
case kEventType::MouseMove:
if (m_dragging)
m_drag_pos = loc;
break;
case kEventType::MouseCancel:
node->mouse_release();
m_dragging = false;
break;
default:
break;
}
}
void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_dragging)
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, ortho);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, canvas->m_current_brush.m_tip_color);
static glm::vec4 AB[2];
AB[0] = { m_drag_start, 0, 1 };
AB[1] = { m_drag_pos, 0, 1 };
AB[0].y = canvas->m_box.w - AB[0].y - 1; // invert Y
AB[1].y = canvas->m_box.w - AB[1].y - 1; // invert Y
m_line.update_vertices(AB);
m_line.draw_stroke();
}
}
void CanvasModeLine::init()
{
m_line.create();
}
////////////////////////////////////////////////////////////////////
void CanvasModeCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownR:
canvas->m_cam_pos = { 0, 0, 0 };
break;
case kEventType::MouseDownL:
m_dragging = true;
m_drag_start = me->m_pos;
m_pos_start = xy(canvas->m_cam_pos);
node->mouse_capture();
break;
case kEventType::MouseUpL:
m_dragging = false;
node->mouse_release();
canvas->m_cam_pos = { 0, 0, 0 };
break;
case kEventType::MouseMove:
if (m_dragging)
canvas->m_cam_pos = glm::vec3(m_pos_start + (me->m_pos - m_drag_start) * glm::vec2(1, -1) * 0.001f, canvas->m_cam_pos.z);
break;
case kEventType::MouseCancel:
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeGrid::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
{
node->mouse_capture();
glm::vec3 ro, rd, hit_o, hit_d;
glm::vec2 fb_pos;
if (canvas->point_trace(loc, ro, rd, hit_o, fb_pos, hit_d, m_plane_id))
{
m_lines.push_back({ hit_o, hit_d });
origin = hit_o;
dir = hit_d;
m_dragging = true;
}
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
//commit();
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
glm::vec2 hit_fb;
if (m_dragging && canvas->point_trace_plane(loc, ro, rd, hit_o, hit_d, hit_fb, m_plane_id))
{
m_lines.back() = { hit_o, hit_d };
origin = hit_o;
dir = hit_d;
m_dragging = true;
}
break;
}
case kEventType::MouseCancel:
if (m_dragging)
m_lines.pop_back();
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
void CanvasModeGrid::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
//if (m_dragging)
for (auto l : m_lines)
{
auto origin = l.o;
auto dir = l.d;
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
static glm::vec4 AB[2];
AB[0] = {origin - dir * 10.f, 1};
AB[1] = {origin + dir * 10.f, 1 };
m_line.update_vertices(AB);
m_line.draw_stroke();
}
}
void CanvasModeGrid::init()
{
m_line.create();
}
void CanvasModeGrid::commit()
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj){
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
static glm::vec4 AB[2];
AB[0] = {origin - dir * 10.f, 1};
AB[1] = {origin + dir * 10.f, 1 };
m_line.update_vertices(AB);
m_line.draw_stroke();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
}
void CanvasModeGrid::clear()
{
m_lines.clear();
}
////////////////////////////////////////////////////////////////////
void CanvasModeMaskFree::init()
{
m_shape.create();
}
void CanvasModeMaskFree::leave()
{
// canvas->draw_objects(std::bind(&CanvasModeFill::on_Draw, this, glm::mat4(1), std::placeholders::_1, std::placeholders::_2));
// m_points.clear();
}
void CanvasModeMaskFree::clear()
{
m_points.clear();
m_points2d.clear();
m_shape.clear();
}
void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
static glm::vec2 oldpos;
static glm::vec2 oldvec;
static float acc = 0.f;
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
{
node->mouse_capture();
m_dragging = true;
m_points2d.clear();
m_points.clear();
oldpos = loc;
oldvec = {1.f, 0.f};
acc = 0;
vertex_t vert;
vert.pos = glm::vec4(loc, 0, 1);
m_points2d.push_back(loc);
m_points2d.push_back(loc);
m_points.push_back(vert);
m_points.push_back(vert);
canvas->m_smask.clear({0, 0, 0, 0});
canvas->m_smask_active = true;
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
if (m_points2d.size() > 3)
{
if (!m_points.empty())
{
//m_points2d = poly_intersect(poly_remove_duplicate(m_points2d), canvas->face_to_shape2D(0));
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
//glEnable(GL_BLEND);
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 1, 1, 1});
m_shape.draw_fill();
};
// use m_shape to render the mask polygon
auto v = canvas->triangulate(poly_remove_duplicate(m_points2d));
canvas->project2Dpoints(v);
m_shape.update_vertices(v.data(), (int)v.size());
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
// close the path and reset m_shape to contour rendering
m_points.push_back(m_points.back());
m_points.push_back(m_points.front());
canvas->project2Dpoints(m_points);
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
}
else
{
canvas->m_smask_active = false;
}
break;
case kEventType::MouseMove:
{
if (m_dragging)
{
auto v = loc - oldpos;
float len = glm::length(v);
if (len > 5)
{
m_points.back().pos = glm::vec4(loc, 0, 1);
m_points2d.back() = loc;
v = glm::normalize(v);
float d = 1.f - glm::dot(v, oldvec);
acc += d;
oldpos = loc;
oldvec = v;
if (acc > 0.001) // angle change tollerance
{
//LOG("d=%f acc=%f", d, acc);
acc = 0;
m_points2d.push_back(loc);
vertex_t vert;
vert.pos = glm::vec4(loc, 0, 1);
m_points.push_back(vert);
m_points.push_back(vert);
}
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
}
break;
}
case kEventType::MouseCancel:
if (m_dragging)
{
m_points.pop_back();
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
m_dragging = false;
node->mouse_release();
if (m_points.size() < 4)
{
m_points.clear();
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
break;
default:
break;
}
}
void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
bool depth = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
if (m_points.size() > 3)
{
if (m_dragging)
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
else
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
m_shape.draw_stroke();
}
}
if (depth) glEnable(GL_DEPTH_TEST);
}
////////////////////////////////////////////////////////////////////
void CanvasModeMaskLine::init()
{
m_shape.create();
}
void CanvasModeMaskLine::leave()
{
if (m_points2d.size() > 3)
{
std::vector<vertex_t> points;
for (int i = 0; i < (int)m_points2d.size(); i++)
points.emplace_back(m_points2d[i]);
auto v = canvas->triangulate(points);
canvas->project2Dpoints(v);
LOG("%d points", (int)v.size());
m_shape.update_vertices(v.data(), (int)v.size());
if (!m_points.empty())
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
//glEnable(GL_BLEND);
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 1, 1, 1});
m_shape.draw_fill();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
//m_points.clear();
// close the path
m_points.push_back(m_points.back());
m_points.push_back(m_points.back());
m_points.push_back(m_points.front());
canvas->project2Dpoints(m_points);
// reset m_shape to contour rendering
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
}
else
{
canvas->m_smask_active = false;
}
m_active_tool = false;
}
void CanvasModeMaskLine::enter()
{
m_points2d.clear();
m_points.clear();
canvas->m_smask.clear({0, 0, 0, 0});
canvas->m_smask_active = true;
m_active_tool = true;
}
void CanvasModeMaskLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
{
node->mouse_capture();
m_dragging = true;
m_points2d.push_back(loc);
vertex_t vert;
vert.pos = glm::vec4(loc, 0, 1);
m_points.push_back(vert);
m_shape.update_vertices(m_points.data(), (int)m_points.size());
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
if (m_points.size() > 1)
{
m_points.push_back(m_points.back());
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
break;
case kEventType::MouseMove:
{
if (m_dragging)
{
m_points.back().pos = glm::vec4(loc, 0, 1);
m_points2d.back() = loc;
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
break;
}
case kEventType::MouseCancel:
if (m_dragging)
{
m_points.pop_back();
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
m_dragging = false;
node->mouse_release();
if (m_points.size() < 4)
{
m_points.clear();
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
break;
default:
break;
}
}
void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_points.size() > 3)
{
if (m_active_tool)
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
else
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
m_shape.draw_stroke();
}
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeFill::init()
{
m_shape.create();
}
void CanvasModeFill::leave()
{
if (m_points.size() > 2)
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 1, 1, 1});
m_shape.draw_fill();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), canvas->m_smask);
m_points.clear();
canvas->m_smask_active = true;
}
else
{
canvas->m_smask_active = false;
}
}
void CanvasModeFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (canvas->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
{
node->mouse_capture();
m_dragging = true;
glm::vec3 ro, rd, hit_o, hit_d;
glm::vec2 hit_fb;
int plane_id;
if (canvas->point_trace_plane(loc, ro, rd, hit_o, hit_d, hit_fb, 0))
{
m_dirty_planes[plane_id]++;
vertex_t v;
v.pos = glm::vec4(hit_o, 1);
v.uvs = glm::vec2(0);
if (m_points.size() < 3)
{
m_points.push_back(v);
}
else
{
auto last = m_points.back();
m_points.push_back(m_points[0]);
m_points.push_back(last);
m_points.push_back(v);
}
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
canvas->m_smask.clear({0, 0, 0, 0});
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
glm::vec2 fb_pos;
int plane_id;
if (m_dragging && canvas->point_trace(loc, ro, rd, hit_o, fb_pos, hit_d, plane_id))
{
vertex_t v;
v.pos = glm::vec4(hit_o, 1);
v.uvs = glm::vec2(0);
m_points.back() = v;
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
break;
}
case kEventType::MouseCancel:
if (m_dragging)
{
m_points.pop_back();
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
m_dragging = false;
node->mouse_release();
if (m_points.size() < 4)
{
m_points.clear();
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
break;
default:
break;
}
}
void CanvasModeFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (!m_points.empty())
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, .25 });
m_dragging ? m_shape.draw_fill() : m_shape.draw_stroke();
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeTransform::init()
{
m_sphere.create(1.f, glm::radians(-10.f), glm::radians(10.f), glm::radians(-10.f), glm::radians(10.f), 1.f);
m_circle.create<16>(1.f);
for (int i = 0; i < 6; i++)
m_shape[i].create();
m_xform = glm::mat4(1);
m_xform_local = glm::mat4(1);
}
void CanvasModeTransform::enter()
{
for (int i = 0; i < 6; i++)
{
m_shape[i].clear();
m_points_face[i].clear();
m_shape[i].clear();
}
if (m_action == ActionType::Import)
{
float aspect = 1.f;
if (m_source_image.data())
{
m_tex[0].create(m_source_image);
aspect = (float)m_source_image.width / (float)m_source_image.height;
}
auto center = zw(canvas->m_box) * 0.5f;
glm::vec2 bb_sz = glm::vec2(aspect, 1.f) * 100.f;
glm::vec2 bb_min = center - bb_sz * 0.5f;
glm::vec2 bb_max = center + bb_sz * 0.5f;
glm::vec2 midpoint = (bb_min + bb_max) * 0.5f;
auto cam_up = glm::inverse(canvas->m_mv) * glm::vec4(0, 1, 0, 1);
auto center_mat = glm::lookAt({ 0, 0, 0 }, canvas->point_trace(midpoint), xyz(cam_up));
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, canvas->point_trace(midpoint), xyz(cam_up)));
m_xform_local = glm::mat4(1);
corners.clear();
corners.emplace_back(bb_min, 0); // A
corners.emplace_back(bb_max, 0); // C
corners.emplace_back(bb_max.x, bb_min.y, 0); // B
corners.emplace_back(bb_min.x, bb_max.y, 0); // D
corners.emplace_back(midpoint, 0);
corners.emplace_back(midpoint + (bb_max - bb_min) * glm::vec2(0.75f, 0), 0);
for (auto& c : corners)
c = center_mat * glm::vec4(canvas->point_trace(c), 1);
m_points_face[0] = std::vector<vertex_t>({
vertex_t(corners[0], { 0, 0 }),
vertex_t(corners[2], { 1, 0 }),
vertex_t(corners[1], { 1, 1 }),
vertex_t(corners[3], { 0, 1 }),
});
auto shape3d = canvas->triangulate(m_points_face[0]);
m_shape[0].update_vertices(shape3d.data(), shape3d.size());
return;
}
auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
canvas->m_smask_active = false;
auto points = m->m_points2d;
glm::vec2 bb_min(FLT_MAX);
glm::vec2 bb_max(-FLT_MAX);
for (auto p2d : points)
{
bb_min = glm::min(bb_min, p2d);
bb_max = glm::max(bb_max, p2d);
}
glm::vec2 midpoint = (bb_min + bb_max) * 0.5f;
auto cam_up = glm::inverse(canvas->m_mv) * glm::vec4(0, 1, 0, 1);
auto center_mat = glm::lookAt({ 0, 0, 0 }, canvas->point_trace(midpoint), xyz(cam_up));
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, canvas->point_trace(midpoint), xyz(cam_up)));
m_xform_local = glm::mat4(1);
corners.clear();
corners.emplace_back(bb_min, 0);
corners.emplace_back(bb_max, 0);
corners.emplace_back(bb_max.x, bb_min.y, 0);
corners.emplace_back(bb_min.x, bb_max.y, 0);
corners.emplace_back(midpoint, 0);
corners.emplace_back(midpoint + (bb_max-bb_min) * glm::vec2(0.75f, 0), 0);
for (auto& c : corners)
c = center_mat * glm::vec4(canvas->point_trace(c), 1);
for (int plane = 0; plane < 6; plane++)
{
auto face = canvas->face_to_shape2D(plane);
auto shape2d = poly_intersect(points, face);
if (shape2d.size() < 3)
{
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
m_points_face[plane].reserve(shape2d.size());
glm::vec2 bb_min(canvas->m_size);
glm::vec2 bb_max(0, 0);
for (auto p2d : shape2d)
{
p2d.y = canvas->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(canvas->m_box)) * 2.f - 1.f);
auto p3d_plane = canvas->m_plane_unproject[plane] * glm::vec4(p2d_clip, 0, 1);
auto p3d_norm = -p3d_plane / p3d_plane.z;
if (p3d_norm.w < 0)
continue;
auto p2d_plane = xy(p3d_norm);
auto p2d_plane_raster = (p2d_plane * 0.5f + 0.5f) * canvas->m_size;
auto p3d_world = canvas->m_plane_transform[plane] * glm::vec4(p2d_plane, -1, 1);
bb_min = glm::min(bb_min, p2d_plane_raster);
bb_max = glm::max(bb_max, p2d_plane_raster);
//glm::vec3 pt_o, pt_d;
//canvas->point_unproject(p2d, pt_o, pt_d);
vertex_t v;
v.pos = glm::vec4(xyz(p3d_world), 1);
v.uvs = p2d_plane_raster;
m_points_face[plane].push_back(v);
}
if (m_points_face[plane].size() < 3)
{
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
auto bb_sz = bb_max - bb_min;
for (auto& v : m_points_face[plane])
{
v.uvs2 = v.uvs / canvas->m_size;
v.uvs = (v.uvs - bb_min) / bb_sz;
v.pos = center_mat * v.pos;
}
auto shape3d = canvas->triangulate(m_points_face[plane]);
m_shape[plane].update_vertices(shape3d.data(), shape3d.size());
canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane].bindFramebuffer();
m_tex[plane].create(bb_sz.x, bb_sz.y);
m_tex[plane].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
m_tex[plane].unbind();
canvas->m_layers[canvas->m_current_layer_idx].m_rtt[plane].unbindFramebuffer();
}
if (m_action == ActionType::Cut)
{
auto& layer = canvas->m_layers[canvas->m_current_layer_idx];
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
glViewport(0, 0, layer.w, layer.h);
bool depth = glIsEnabled(GL_DEPTH_TEST);
bool blend = glIsEnabled(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 0 });
auto action = new ui::ActionStroke;
action->was_saved = !canvas->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
auto mvp = proj * plane_camera * m_xform * m_xform_local;
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, mvp);
layer.m_rtt[i].bindFramebuffer();
glm::vec2 bb_min(canvas->m_size);
glm::vec2 bb_max(0, 0);
for (int j = 0; j < 6; j++)
{
for (auto p : m_points_face[j])
{
auto p_clip = mvp * p.pos;
auto p_norm = p_clip / p_clip.z;
if (p_clip.w < 0 || glm::any(glm::greaterThan(glm::abs(xy(p_norm)), { 1, 1 })))
continue;
auto p_raster = (xy(p_norm) * 0.5f + 0.5f) * canvas->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(canvas->m_size, glm::max(bb_max, p_raster));
}
}
glm::vec2 pad(2);
bb_min = glm::max({ 0, 0 }, glm::floor(bb_min) - pad);
bb_max = glm::min(canvas->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (bb_sz.x <= 0.f || bb_sz.y <= 0.f)
{
layer.m_rtt[i].unbindFramebuffer();
continue;
}
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
action->m_box[i] = { bb_min, bb_max };
action->m_old_box[i] = layer.m_dirty_box[i];
action->m_old_dirty[i] = layer.m_dirty_face[i];
layer.m_dirty_face[i] = true;
layer.m_dirty_box[i] = {
glm::min(xy(layer.m_dirty_box[i]), bb_min),
glm::max(zw(layer.m_dirty_box[i]), bb_max),
};
for (int j = 0; j < 6; j++)
m_shape[j].draw_fill();
layer.m_rtt[i].unbindFramebuffer();
}
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
action->m_layer_idx = canvas->m_current_layer_idx;
action->m_canvas = canvas;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
m_source_image.destroy();
}
}
void CanvasModeTransform::leave()
{
auto& layer = canvas->m_layers[canvas->m_current_layer_idx];
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
glViewport(0, 0, layer.w, layer.h);
bool depth = glIsEnabled(GL_DEPTH_TEST);
bool blend = glIsEnabled(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
ui::ShaderManager::use(ui::kShader::CompDraw);
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(ui::kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(ui::kShaderUniform::TexMask, 2);
ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, 1);
ui::ShaderManager::u_int(ui::kShaderUniform::Lock, false);
ui::ShaderManager::u_int(ui::kShaderUniform::Mask, false);
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, true);
ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, canvas->m_size);
ui::ShaderManager::u_int(ui::kShaderUniform::BlendMode, 0);
canvas->m_sampler_bg.bind(1);
canvas->m_sampler_bg.bind(0);
auto action = new ui::ActionStroke;
action->was_saved = !canvas->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), canvas->m_plane_origin[i], canvas->m_plane_tangent[i]);
auto mvp = proj * plane_camera * m_xform * m_xform_local;
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, mvp);
layer.m_rtt[i].bindFramebuffer();
glm::vec2 bb_min(canvas->m_size);
glm::vec2 bb_max(0, 0);
for (int j = 0; j < 6; j++)
{
for (auto p : m_points_face[j])
{
auto p_clip = mvp * p.pos;
auto p_norm = p_clip / p_clip.z;
if (p_clip.w < 0 || glm::any(glm::greaterThan(glm::abs(xy(p_norm)), { 1, 1 })))
continue;
auto p_raster = (xy(p_norm) * 0.5f + 0.5f) * canvas->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(canvas->m_size, glm::max(bb_max, p_raster));
}
}
glm::vec2 pad(2);
bb_min = glm::max({ 0, 0 }, glm::floor(bb_min) - pad);
bb_max = glm::min(canvas->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (bb_sz.x <= 0.f || bb_sz.y <= 0.f)
{
layer.m_rtt[i].unbindFramebuffer();
continue;
}
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
action->m_box[i] = { bb_min, bb_max };
action->m_old_box[i] = layer.m_dirty_box[i];
action->m_old_dirty[i] = layer.m_dirty_face[i];
layer.m_dirty_face[i] = true;
layer.m_dirty_box[i] = {
glm::min(xy(layer.m_dirty_box[i]), bb_min),
glm::max(zw(layer.m_dirty_box[i]), bb_max),
};
glActiveTexture(GL_TEXTURE0);
canvas->m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, bb_min.x, bb_min.y, bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
glActiveTexture(GL_TEXTURE1);
for (int j = 0; j < 6; j++)
{
m_tex[j].bind();
m_shape[j].draw_fill();
m_tex[j].unbind();
}
layer.m_rtt[i].unbindFramebuffer();
}
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
action->m_layer_idx = canvas->m_current_layer_idx;
action->m_canvas = canvas;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
//auto m = static_cast<CanvasModeMaskFree*>(canvas->modes[(int)ui::Canvas::kCanvasMode::MaskFree][0]);
//m->clear();
}
void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
bool depth = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
for (int i = 0; i < 6; i++)
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 1, 1, .1 });
m_shape[i].draw_fill();
ui::ShaderManager::use(ui::kShader::Texture);
ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
glActiveTexture(GL_TEXTURE0);
m_tex[i].bind();
canvas->m_sampler.bind(0);
m_shape[i].draw_fill();
m_tex[i].unbind();
}
ui::ShaderManager::use(ui::kShader::Color);
auto m2d = canvas->m_proj * canvas->m_mv * m_xform * m_xform_local;
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
auto c3d = c / c.z;
if (c3d.w < 0)
continue;
auto c2d = (xy(c3d) * 0.5f + 0.5f) * zw(canvas->m_box);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I.zoom));
// draw inside
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 1, 1, 1, i == corner_hl ? 1.f : .1f });
m_circle.draw_fill();
// draw black border
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { 0, 0, 0, 1 });
m_circle.draw_stroke();
}
if (depth) glEnable(GL_DEPTH_TEST);
}
void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
auto m2d = glm::scale(glm::vec3(1, -1, 1)) * canvas->m_proj *
canvas->m_mv * m_xform * m_xform_local;
switch (me->m_type)
{
case kEventType::MouseDownR:
{
}
break;
case kEventType::MouseUpL:
m_dragging = false;
corner_hl = -1;
break;
case kEventType::MouseDownL:
corner_hl = -1;
corners2d.resize(corners.size());
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
corners2d[i] = ((xy(c) / c.z) * 0.5f + 0.5f) * zw(canvas->m_box);
float d = glm::distance(corners2d[i], loc);
if (d < 20.f * App::I.zoom)
corner_hl = i;
}
if (corner_hl != -1)
{
m_dragging = true;
m_drag_start = loc;
m_drag_xform = m_xform;
m_drag_xform_local = m_xform_local;
m_drag_corner = corner_hl;
m_drag_corners2d = corners2d;
if (m_drag_corner < 4)
{
m_drag_diag = glm::distance(corners2d[4], corners2d[m_drag_corner]);
}
}
break;
case kEventType::MouseMove:
{
corner_hl = -1;
corners2d.resize(corners.size());
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
corners2d[i] = ((xy(c) / c.z) * 0.5f + 0.5f) * zw(canvas->m_box);
float d = glm::distance(corners2d[i], loc);
if (d < 20.f * App::I.zoom)
corner_hl = i;
}
if (m_dragging)
{
auto cam_up = glm::inverse(canvas->m_mv) * glm::vec4(0, 1, 0, 1);
//auto diff = glm::radians(loc - m_drag_start) * 0.1f;
//auto m = glm::eulerAngleXY(-diff.y, -diff.x);
//m_xform = m * m_drag_xform;
if (m_drag_corner > -1 && m_drag_corner < 4)
{
auto diag = glm::distance(corners2d[4], loc);
auto scale = diag / m_drag_diag;
m_xform_local = m_drag_xform_local * glm::scale(glm::vec3(scale, scale, 1));
}
if (m_drag_corner == 4)
{
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, canvas->point_trace(loc), xyz(cam_up)));
}
if (m_drag_corner == 5)
{
auto a = glm::normalize(m_drag_corners2d[m_drag_corner] - m_drag_corners2d[4]);
auto b = glm::normalize(loc - m_drag_corners2d[4]);
auto angle = glm::orientedAngle(a, b);
m_xform_local = m_drag_xform_local * glm::eulerAngleZ(-angle);
}
}
/*
{
auto p2d = loc;
//p2d.y = canvas->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(canvas->m_box)) * 2.f - 1.f) * glm::vec2(1, -1);
auto p3d_plane = canvas->m_plane_unproject[0] * glm::vec4(p2d_clip, 0, 1);
auto p2d_plane = -p3d_plane / p3d_plane.z;
// auto p3d_world = canvas->m_plane_transform[0] * glm::vec4(p2d_plane, -1, 1);
int x = 0;
LOG("pt %f %f %f %f", p2d_plane.x, p2d_plane.y, p2d_plane.z, p2d_plane.w);
}
*/
}
break;
default:
break;
}
}