Files
panopainter/src/canvas_modes.cpp
2019-07-28 11:06:16 +02:00

1698 lines
57 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;
void CanvasModeBasicCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownL:
// if (Canvas::I->m_touch_lock && me->m_source == kEventSource::Touch)
// {
// m_draggingR = true;
// m_dragR_start = me->m_pos;
// m_pan_start = Canvas::I->m_pan;
// node->mouse_capture();
// }
break;
case kEventType::MouseUpL:
// if (Canvas::I->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_zooming = App::I->keys[(int)kKey::KeyCtrl];
m_draggingR = true;
m_dragR_start = me->m_pos;
m_pan_start = Canvas::I->m_pan;
m_fov_start = Canvas::I->m_cam_fov;
node->mouse_capture();
break;
case kEventType::MouseUpR:
m_draggingR = false;
node->mouse_release();
break;
case kEventType::MouseMove:
if (m_draggingR)
{
if (m_zooming)
{
Canvas::I->m_cam_fov = glm::clamp(m_fov_start - (me->m_pos.x - m_dragR_start.x) * 0.05f,
Canvas::I->m_cam_fov_min, Canvas::I->m_cam_fov_max);
}
else
{
auto dir = (App::I->has_vr && App::I->vr_active) ? glm::vec2(1, 1) : glm::vec2(-1, -1);
Canvas::I->m_pan = m_pan_start + (me->m_pos - m_dragR_start) * dir * (Canvas::I->m_cam_fov / 85.f);
auto angle = Canvas::I->m_pan * 0.003f;
Canvas::I->m_cam_rot = glm::eulerAngleXY(angle.y, angle.x);
}
}
break;
case kEventType::MouseScroll:
m_zoom_canvas += me->m_scroll_delta * 0.1f;
Canvas::I->m_cam_fov = glm::clamp(Canvas::I->m_cam_fov - me->m_scroll_delta * 2.0f,
Canvas::I->m_cam_fov_min, Canvas::I->m_cam_fov_max);
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::I->m_pan;
m_zoom_start = m_zoom_canvas;
m_camera_fov = Canvas::I->m_cam_fov;
break;
case kEventType::GestureMove:
{
Canvas::I->m_pan = m_pan_start + ge->m_pos_delta * glm::vec2(-1, -1) * 0.3f * (Canvas::I->m_cam_fov / 85.f);
Canvas::I->m_cam_fov = glm::clamp(m_camera_fov - ge->m_distance_delta * .05f,
Canvas::I->m_cam_fov_min, Canvas::I->m_cam_fov_max);
auto angle = Canvas::I->m_pan * 0.003f;
Canvas::I->m_cam_rot = glm::eulerAngleXY(angle.y, angle.x);
App::I->brush_update();
break;
}
default:
break;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModePen::on_GestureEvent(GestureEvent* ge)
{
m_draw_tip = false;
}
void CanvasModePen::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
#if defined(__IOS__)
m_draw_tip = (me->m_source == kEventSource::Mouse && me->m_type != kEventType::MouseUpL);
#else
m_draw_tip = (me->m_source == kEventSource::Mouse || me->m_source == kEventSource::Stylus);
#endif
m_draw_outline = true;
if (Canvas::I->m_touch_lock && me->m_source == kEventSource::Touch)
return;
#if _WIN32
// curve https://www.wolframalpha.com/input/?i=plot+(1-(x-1)%5E2)%5E2+from+x%3D0+to+1
auto curve = [](float x, float max) { return x > max ? 1.f : glm::pow(1.f - glm::pow(x / max - 1.f, 2.f), 2.f); };
me->m_pressure = curve(me->m_pressure, 0.95f);
#endif
switch (me->m_type)
{
case kEventType::MouseDownL:
if (App::I->keys[(int)kKey::KeyAlt] || m_picking)
{
m_picking = true;
Canvas::I->pick_start();
glm::vec4 pix = Canvas::I->pick_get(loc);
Canvas::I->m_current_brush->m_tip_color = pix;
App::I->brush_update();
}
else
{
App::I->render_task_async([loc, pr=me->m_pressure]
{
Canvas::I->stroke_start({ loc, 0 }, pr);
});
}
m_dragging = true;
node->mouse_capture();
break;
case kEventType::MouseUpL:
if (m_dragging && !m_picking)
{
node->mouse_release();
App::I->render_task_async([]
{
Canvas::I->stroke_end();
});
}
if (m_dragging && m_picking)
{
node->mouse_release();
glm::vec4 pix = Canvas::I->pick_get(loc);
Canvas::I->m_current_brush->m_tip_color = pix;
App::I->brush_update();
Canvas::I->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;
auto curve = App::I->stroke->m_curves[App::I->stroke->m_tip_size];
m_size_value_start = curve.to_slider(Canvas::I->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)
{
App::I->render_task_async([loc, pr=me->m_pressure]
{
Canvas::I->stroke_update({ loc, 0 }, pr);
});
}
if (m_dragging && m_picking)
{
glm::vec4 pix = Canvas::I->pick_get(loc);
Canvas::I->m_current_brush->m_tip_color = pix;
App::I->brush_update();
}
if (m_dragging && m_resizing)
{
auto diff = m_cur_pos - m_size_pos_start;
auto curve = App::I->stroke->m_curves[App::I->stroke->m_tip_size];
Canvas::I->m_current_brush->m_tip_size = glm::max(curve.to_value(m_size_value_start + diff.x * 0.001f), 0.001f);
App::I->brush_update();
}
m_cur_pos = loc;
break;
case kEventType::MouseCancel:
if (m_dragging)
{
App::I->render_task_async([]
{
Canvas::I->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)
{
const auto& brush = Canvas::I->m_current_brush;
auto pos = m_resizing ? m_size_pos_start : m_cur_pos;
//if (App::I->keys[(int)kKey::KeyAlt] && !m_resizing)
// pos.x = pos.x - brush->m_tip_size * .5f;
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, brush->m_tip_flow * brush->m_tip_opacity);
float tip_scale_fix = 1.f / glm::tan(glm::radians(Canvas::I->m_cam_fov * 0.5f));
float tip_angle = brush->m_tip_angle * (float)(M_PI * 2.0);
glm::vec2 tip_scale = App::I->zoom * brush->m_tip_scale *
glm::vec2(brush->m_tip_size * tip_scale_fix) *
glm::vec2(brush->m_tip_flipx ? -1 : 1, brush->m_tip_flipy ? -1.f : 1.f) *
glm::vec2((brush->m_tip_aspect <= 0.5 ? brush->m_tip_aspect * 2.f : 1.f),
(brush->m_tip_aspect > 0.5 ? 1.f - (brush->m_tip_aspect - .5f) * 2.f : 1.f));
glm::vec2 tip_offset = glm::vec2(0);
auto tip_color = glm::vec4(glm::vec3(brush->m_tip_color), 1.f);
if (Canvas::I->m_current_stroke)
{
const auto& s = Canvas::I->m_current_stroke->m_prev_sample;
if (s.size > 0.f)
{
tip_scale = App::I->zoom * (brush->m_tip_size * tip_scale_fix) * s.scale;
tip_angle = s.angle;
tip_offset = s.pos - s.origin;
tip_color = glm::vec4(s.col, s.flow);
}
}
glm::u8vec4 pixel;
glReadPixels(pos.x / App::I->zoom, (App::I->height - pos.y - 1) / App::I->zoom, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
bool outline = glm::min(tip_scale.x, tip_scale.y) < 20 || m_resizing ? false : m_draw_outline;
ShaderManager::u_int(kShaderUniform::DrawOutline, outline);
ShaderManager::u_vec4(kShaderUniform::Col, outline ? glm::vec4(1.f - glm::vec3(pixel) / 255.f, 1.f) : tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(pos + tip_offset, 0)) *
glm::eulerAngleZ(tip_angle) *
glm::scale(glm::vec3(tip_scale, 1))
);
bool blend = glIsEnabled(GL_BLEND);
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
auto& tex = *brush->m_tip_texture;
tex.bind();
Canvas::I->m_sampler_brush.bind(0);
Canvas::I->m_plane.draw_fill();
tex.unbind();
if (!blend) glDisable(GL_BLEND);
}
}
void CanvasModePen::leave(kCanvasMode next)
{
}
void CanvasModePen::enter(kCanvasMode prev)
{
m_cur_pos = Canvas::I->m_cur_pos;
}
////////////////////////////////////////////////////////////////////
void CanvasModeLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
#if defined(__IOS__)
m_draw_tip = (me->m_source == kEventSource::Mouse && me->m_type != kEventType::MouseUpL);
#else
m_draw_tip = (me->m_source == kEventSource::Mouse || me->m_source == kEventSource::Stylus);
#endif
if (Canvas::I->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)
{
App::I->render_task_async([=]
{
Canvas::I->stroke_start({ m_drag_start, 0 }, 1.f);
Canvas::I->stroke_update({ m_drag_pos, 0 }, 1.f);
Canvas::I->stroke_draw();
Canvas::I->stroke_end();
});
}
m_dragging = false;
break;
case kEventType::MouseMove:
if (m_dragging)
m_drag_pos = loc;
m_cur_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)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
ShaderManager::u_vec4(kShaderUniform::Col, Canvas::I->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::I->m_box.w - AB[0].y - 1; // invert Y
AB[1].y = Canvas::I->m_box.w - AB[1].y - 1; // invert Y
m_line.update_vertices(AB);
m_line.draw_stroke();
}
else if (m_draw_tip)
{
const auto& brush = Canvas::I->m_current_brush;
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, brush->m_tip_flow * brush->m_tip_opacity);
float tip_scale_fix = 1.f / glm::tan(glm::radians(Canvas::I->m_cam_fov * 0.5f));
float tip_angle = brush->m_tip_angle * (float)(M_PI * 2.0);
glm::vec2 tip_scale = App::I->zoom * brush->m_tip_scale *
glm::vec2(brush->m_tip_size * tip_scale_fix) *
glm::vec2(brush->m_tip_flipx ? -1 : 1, brush->m_tip_flipy ? -1.f : 1.f) *
glm::vec2((brush->m_tip_aspect <= 0.5 ? brush->m_tip_aspect * 2.f : 1.f),
(brush->m_tip_aspect > 0.5 ? 1.f - (brush->m_tip_aspect - .5f) * 2.f : 1.f));
auto tip_color = glm::vec4(glm::vec3(brush->m_tip_color), 1.f);
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(m_cur_pos, 0)) *
glm::eulerAngleZ(tip_angle) *
glm::scale(glm::vec3(tip_scale, 1))
);
bool blend = glIsEnabled(GL_BLEND);
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
auto& tex = *brush->m_tip_texture;
tex.bind();
Canvas::I->m_sampler_brush.bind(0);
Canvas::I->m_plane.draw_fill();
tex.unbind();
if (!blend) glDisable(GL_BLEND);
}
}
void CanvasModeLine::init()
{
m_line.create();
}
void CanvasModeLine::enter(kCanvasMode prev)
{
m_cur_pos = Canvas::I->m_cur_pos;
}
void CanvasModeLine::leave(kCanvasMode next)
{
}
////////////////////////////////////////////////////////////////////
void CanvasModeCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (Canvas::I->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownR:
Canvas::I->m_cam_pos = { 0, 0, 0 };
break;
case kEventType::MouseDownL:
m_dragging = true;
m_drag_start = me->m_pos;
m_pos_start = xy(Canvas::I->m_cam_pos);
node->mouse_capture();
break;
case kEventType::MouseUpL:
m_dragging = false;
node->mouse_release();
Canvas::I->m_cam_pos = { 0, 0, 0 };
break;
case kEventType::MouseMove:
if (m_dragging)
Canvas::I->m_cam_pos = glm::vec3(m_pos_start + (me->m_pos - m_drag_start) * glm::vec2(1, -1) * 0.001f, Canvas::I->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::I->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::I->point_trace(loc, ro, rd, hit_o, fb_pos, hit_d, m_plane_id))
{
m_action = std::make_unique<ActionModeGrid>();
m_action->m_mode = this;
m_action->m_highlight = m_highlight;
m_action->m_selected_index = m_selected_index;
m_action->m_lines = m_lines;
int select = -1;
for (int i = 0; i < m_lines.size(); i++)
{
auto const& l = m_lines[i];
float d = lines_distance(ro, ro+rd*10.f, l.o-l.d*10.f, l.o+l.d*10.f);
if (d < 0.03f)
select = i;
}
if (select == -1)
{
m_lines.push_back({ hit_o, hit_d });
m_selected_index = (int)m_lines.size() - 1;
m_highlight = false;
m_added = true;
}
else
{
m_selected_index = select;
m_highlight = true;
m_added = false;
}
origin = hit_o;
dir = hit_d;
m_dragging = true;
}
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
ActionManager::add(m_action.release());
//commit();
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
glm::vec2 hit_fb;
if (m_dragging && Canvas::I->point_trace_plane(loc, ro, rd, hit_o, hit_d, hit_fb, m_plane_id))
{
m_lines[m_selected_index] = { hit_o, hit_d };
origin = hit_o;
dir = hit_d;
m_dragging = true;
}
break;
}
case kEventType::MouseCancel:
if (m_dragging && m_selected_index == m_lines.size() - 1)
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)
{
const glm::vec4 blue(0, 0, 1, 1);
const glm::vec4 red(1, 0, 0, 1);
for (int i = 0; i < m_lines.size(); i++)
{
auto const& l = m_lines[i];
auto origin = l.o;
auto dir = l.d;
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, m_highlight && i == m_selected_index ? blue : red);
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){
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(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::I->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
}
void CanvasModeGrid::clear()
{
auto a = new ActionModeGrid;
a->m_mode = this;
a->m_highlight = m_highlight;
a->m_selected_index = m_selected_index;
a->m_lines = m_lines;
ActionManager::add(a);
m_lines.clear();
}
void CanvasModeGrid::leave(kCanvasMode next)
{
m_selected_index = -1;
}
void CanvasModeGrid::on_KeyEvent(KeyEvent* ke)
{
if ((ke->m_key == kKey::KeyBackspace || ke->m_key == kKey::KeyDel)
&& ke->m_type == kEventType::KeyUp)
{
if (m_highlight)
{
auto a = new ActionModeGrid;
a->m_mode = this;
a->m_highlight = m_highlight;
a->m_selected_index = m_selected_index;
a->m_lines = m_lines;
ActionManager::add(a);
m_lines.erase(m_lines.begin() + m_selected_index);
m_highlight = false;
}
}
}
Action* ActionModeGrid::get_redo()
{
auto a = new ActionModeGrid;
a->m_mode = m_mode;
a->m_highlight = m_mode->m_highlight;
a->m_selected_index = m_mode->m_selected_index;
a->m_lines = m_mode->m_lines;
return a;
}
void ActionModeGrid::undo()
{
m_mode->m_highlight = m_highlight;
m_mode->m_selected_index = m_selected_index;
m_mode->m_lines = m_lines;
}
////////////////////////////////////////////////////////////////////
void CanvasModeMaskFree::init()
{
m_shape.create();
}
void CanvasModeMaskFree::leave(kCanvasMode next)
{
// Canvas::I->draw_objects(std::bind(&CanvasModeFill::on_Draw, this, glm::mat4(1), std::placeholders::_1, std::placeholders::_2));
if (next != kCanvasMode::Draw && next != kCanvasMode::Erase && next != kCanvasMode::Line)
{
m_points.clear();
Canvas::I->m_smask_active = false;
}
}
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::I->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);
if (!(App::I->keys[(int)kKey::KeyShift] || App::I->keys[(int)kKey::KeyCtrl]))
Canvas::I->m_smask.clear({0, 0, 0, 0});
Canvas::I->m_smask_active = true;
Canvas::I->m_smask_mode = 1;
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
if (m_points2d.size() > 3)
{
if (!m_points.empty())
{
m_selection_cam = Canvas::I->get_camera();
//m_points2d = poly_intersect(poly_remove_duplicate(m_points2d), Canvas::I->face_to_shape2D(0));
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
//glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col,
App::I->keys[(int)kKey::KeyCtrl] ? glm::vec4(0, 0, 0, 1) : glm::vec4(1, 1, 1, 1));
m_shape.draw_fill();
};
// use m_shape to render the mask polygon
auto v = triangulate(poly_remove_duplicate(m_points2d));
Canvas::I->project2Dpoints(v);
m_shape.update_vertices(v.data(), (int)v.size());
Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->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::I->project2Dpoints(m_points);
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
}
else
{
Canvas::I->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 tolerance
{
//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)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
//else
//{
// ShaderManager::use(kShader::Color);
// ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
// ShaderManager::u_vec4(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(kCanvasMode next)
{
if (next != kCanvasMode::Draw && next != kCanvasMode::Erase && next != kCanvasMode::Line)
{
m_points.clear();
m_active_tool = false;
Canvas::I->m_smask_active = false;
}
if (!m_active_tool)
return;
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 = triangulate(poly_remove_duplicate(points));
Canvas::I->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);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
m_shape.draw_fill();
};
Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->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::I->project2Dpoints(m_points);
// reset m_shape to contour rendering
m_shape.update_vertices(m_points.data(), (int)m_points.size());
}
}
else
{
Canvas::I->m_smask_active = false;
}
m_active_tool = false;
}
void CanvasModeMaskLine::enter(kCanvasMode prev)
{
//m_points2d.clear();
//m_points.clear();
//Canvas::I->m_smask.clear({0, 0, 0, 0});
//m_active_tool = true;
}
void CanvasModeMaskLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (Canvas::I->m_touch_lock && me->m_source == kEventSource::Touch)
return;
switch (me->m_type)
{
case kEventType::MouseDownL:
{
if (m_active_tool == false)
{
m_active_tool = true;
m_points2d.clear();
m_points.clear();
Canvas::I->m_smask.clear({ 0, 0, 0, 0 });
Canvas::I->m_smask_active = true;
Canvas::I->m_smask_mode = 2;
}
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_selection_cam = Canvas::I->get_camera();
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)
{
if (glm::distance(m_points2d.front(), loc) < 10)
loc = m_points2d.front();
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() > 1)
{
if (m_active_tool)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
else
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
m_shape.draw_stroke();
}
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeFill::init()
{
m_shape.create();
}
void CanvasModeFill::leave(kCanvasMode next)
{
if (m_points.size() > 2)
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
m_shape.draw_fill();
};
Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->m_smask);
m_points.clear();
Canvas::I->m_smask_active = true;
}
else
{
Canvas::I->m_smask_active = false;
}
}
void CanvasModeFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
if (Canvas::I->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::I->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::I->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::I->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())
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(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_points_face[i].clear();
}
m_xform = glm::mat4(1);
m_xform_local = glm::mat4(1);
}
void CanvasModeTransform::enter(kCanvasMode prev)
{
m_commit_on_leave = false;
for (int i = 0; i < 6; i++)
{
m_shape[i].clear();
m_points_face[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::I->m_box) * 0.5f;
glm::vec2 bb_sz = glm::vec2(aspect, 1.f) * 100.f * App::I->zoom;
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::I->m_mv) * glm::vec4(0, 1, 0, 1);
auto center_mat = glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(midpoint), xyz(cam_up));
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, Canvas::I->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::I->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 = triangulate(m_points_face[0]);
m_shape[0].update_vertices(shape3d.data(), (int)shape3d.size());
m_commit_on_leave = true;
return;
}
// avoid recursive loop, store the last different mode not using Transform
static kCanvasMode last_prev = kCanvasMode::Draw;
if (prev != kCanvasMode::Copy && prev != kCanvasMode::Cut && prev != kCanvasMode::Import)
last_prev = prev;
if (prev != kCanvasMode::MaskFree && prev != kCanvasMode::MaskLine)
{
Canvas::set_mode(last_prev);
return;
}
auto m = static_cast<CanvasModeMaskBase*>(Canvas::I->modes[(int)prev][0]);
if (m->m_points2d.size() < 3)
{
Canvas::set_mode(last_prev);
return;
}
Canvas::I->m_smask_active = false;
auto points = m->m_points2d;
Canvas::I->push_camera();
Canvas::I->set_camera(m->m_selection_cam);
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::I->m_mv) * glm::vec4(0, 1, 0, 1);
auto center_mat = glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(midpoint), xyz(cam_up));
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, Canvas::I->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::I->point_trace(c), 1);
for (int plane = 0; plane < 6; plane++)
{
auto face = Canvas::I->face_to_shape2D(plane);
auto shape2d = poly_intersect(points, face);
if (shape2d.size() < 3 || face.empty())
{
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
m_points_face[plane].reserve(shape2d.size());
glm::vec2 bb_min(Canvas::I->m_size);
glm::vec2 bb_max(0, 0);
for (auto p2d : shape2d)
{
p2d.y = Canvas::I->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(Canvas::I->m_box)) * 2.f - 1.f);
auto p3d_plane = Canvas::I->m_plane_unproject[plane] * glm::vec4(p2d_clip, 0, 1);
if (p3d_plane.w < 0)
continue;
auto p3d_norm = -p3d_plane / p3d_plane.z;
auto p2d_plane = xy(p3d_norm);
auto p2d_plane_raster = (p2d_plane * 0.5f + 0.5f) * Canvas::I->m_size;
auto p3d_world = Canvas::I->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::I->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::I->m_size;
v.uvs = (v.uvs - bb_min) / bb_sz;
v.pos = center_mat * v.pos;
}
auto shape3d = triangulate(m_points_face[plane]);
App::I->render_task([&]
{
m_shape[plane].update_vertices(shape3d.data(), (int)shape3d.size());
Canvas::I->m_layers[Canvas::I->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::I->m_layers[Canvas::I->m_current_layer_idx]->m_rtt[plane].unbindFramebuffer();
});
m_commit_on_leave = true;
}
if (m_action == ActionType::Cut)
{
auto& layer = Canvas::I->m_layers[Canvas::I->m_current_layer_idx];
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
auto action = new ActionStroke;
action->was_saved = !Canvas::I->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), Canvas::I->m_plane_origin[i], Canvas::I->m_plane_tangent[i]);
auto mvp = proj * plane_camera * m_xform * m_xform_local;
glm::vec2 bb_min(Canvas::I->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.w;
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::I->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(Canvas::I->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::I->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)
continue;
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
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),
};
App::I->render_task([&]
{
glViewport(0, 0, layer->w, layer->h);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 0 });
layer->m_rtt[i].bindFramebuffer();
// copy framebuffer to action data
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
for (int j = 0; j < 6; j++)
m_shape[j].draw_fill();
layer->m_rtt[i].unbindFramebuffer();
});
}
action->m_layer_idx = Canvas::I->m_current_layer_idx;
action->m_canvas = Canvas::I;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
m_source_image.destroy();
}
Canvas::I->pop_camera();
}
void CanvasModeTransform::leave(kCanvasMode next)
{
if (!m_commit_on_leave)
return;
auto& layer = Canvas::I->m_layers[Canvas::I->m_current_layer_idx];
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
auto action = new ActionStroke;
action->was_saved = !Canvas::I->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), Canvas::I->m_plane_origin[i], Canvas::I->m_plane_tangent[i]);
auto mv = plane_camera * m_xform * m_xform_local;
auto mvp = proj * mv;
std::vector<glm::vec2> poly2d;
static std::vector<glm::vec2> face_corners{ {1,1}, {-1,1}, {-1,-1}, {1,-1} };
for (int j = 0; j < 6; j++)
{
std::vector<glm::vec3> poly_cam;
poly_cam.reserve(m_points_face[j].size());
for (auto p : m_points_face[j])
poly_cam.push_back(mv * p.pos);
auto poly_clipped = poly_clip_near(poly_cam, 0.01f);
for (auto p : poly_clipped)
{
auto p_clip = proj * glm::vec4(p, 1);
if (p_clip.w < 0)
continue;
auto p_norm = p_clip / p_clip.w;
poly2d.push_back(p_norm);
}
}
auto clipped = poly_intersect(poly2d, face_corners);
glm::vec2 bb_min(Canvas::I->m_size);
glm::vec2 bb_max(0, 0);
for (auto p_norm : clipped)
{
auto p_raster = (p_norm * 0.5f + 0.5f) * Canvas::I->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(Canvas::I->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::I->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (clipped.empty() || bb_sz.x <= 0.f || bb_sz.y <= 0.f)
continue;
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
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),
};
App::I->render_task([&]
{
layer->m_rtt[i].bindFramebuffer();
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glViewport(0, 0, layer->m_rtt[i].getWidth(), layer->m_rtt[i].getHeight());
// save fb content for history
glReadPixels(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
// copy fb content to texture for blending
glActiveTexture(GL_TEXTURE0);
Canvas::I->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);
// slot for m_tex
glActiveTexture(GL_TEXTURE1);
for (int j = 0; j < 6; j++)
{
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::UseFragcoord, true);
ShaderManager::u_int(kShaderUniform::Lock, false);
ShaderManager::u_int(kShaderUniform::Mask, false);
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
ShaderManager::u_int(kShaderUniform::BlendMode, 0);
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
Canvas::I->m_sampler_nearest.bind(1);
Canvas::I->m_sampler_nearest.bind(0);
m_tex[j].bind();
m_shape[j].draw_fill();
m_tex[j].unbind();
}
layer->m_rtt[i].unbindFramebuffer();
});
}
action->m_layer_idx = Canvas::I->m_current_layer_idx;
action->m_canvas = Canvas::I;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
layer->optimize();
//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)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++)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 1, 1, .1 });
m_shape[i].draw_fill();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
glActiveTexture(GL_TEXTURE0);
m_tex[i].bind();
Canvas::I->m_sampler.bind(0);
m_shape[i].draw_fill();
m_tex[i].unbind();
}
ShaderManager::use(kShader::Color);
auto m2d = Canvas::I->m_proj * Canvas::I->m_mv * m_xform * m_xform_local;
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
if (c.w < 0)
continue;
auto c3d = c / c.w;
auto c2d = (xy(c3d) * 0.5f + 0.5f) * zw(Canvas::I->m_box);
ShaderManager::u_mat4(kShaderUniform::MVP,
ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I->zoom));
// draw inside
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, i == corner_hl ? 1.f : .1f });
m_circle.draw_fill();
// draw black border
ShaderManager::u_vec4(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::I->m_proj *
Canvas::I->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::I->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::I->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::I->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::I->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::I->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(Canvas::I->m_box)) * 2.f - 1.f) * glm::vec2(1, -1);
auto p3d_plane = Canvas::I->m_plane_unproject[0] * glm::vec4(p2d_clip, 0, 1);
auto p2d_plane = -p3d_plane / p3d_plane.z;
// auto p3d_world = Canvas::I->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;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeFloodFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
#if defined(__IOS__)
m_draw_tip = (me->m_source == kEventSource::Mouse && me->m_type != kEventType::MouseUpL);
#else
m_draw_tip = (me->m_source == kEventSource::Mouse || me->m_source == kEventSource::Stylus);
#endif
if (Canvas::I->m_touch_lock && me->m_source == kEventSource::Touch)
return;
struct ActionFloodFill : public Action
{
std::shared_ptr<Layer> m_layer;
std::shared_ptr<Layer::Snapshot> m_snap;
std::array<bool, 6> m_dirty_face = SIXPLETTE(false);
std::array<glm::vec4, 6> m_dirty_box = SIXPLETTE(glm::vec4(0));
glm::ivec2 m_pos;
glm::vec4 m_color;
float m_threshold;
int m_layer_index;
int m_plane;
virtual void run() override { }
virtual size_t memory() override { return m_snap->memsize(); }
virtual Action* get_redo() override
{
auto a = new ActionFloodFill;
a->m_direction = reverse_direction();
a->m_layer = m_layer;
a->m_snap = m_snap;
a->m_pos = m_pos;
a->m_color = m_color;
a->m_layer_index = m_layer_index;
a->m_threshold = m_threshold;
a->m_plane = m_plane;
a->m_dirty_box = m_dirty_box;
a->m_dirty_face = m_dirty_face;
return a;
}
virtual void undo() override
{
if (m_direction == Direction::Undo)
{
m_layer->restore(*m_snap);
}
else
{
Canvas::FloodData plane_data;
std::unique_ptr<glm::vec4> color;
Canvas::I->flood_fill(m_layer_index, m_plane, { m_pos },
plane_data, m_threshold, m_color, color);
plane_data.apply();
}
}
};
switch (me->m_type)
{
case kEventType::MouseUpL:
glm::vec3 ro, rd, hit, n;
glm::vec2 pos;
int plane;
if (Canvas::I->point_trace(loc, ro, rd, hit, pos, n, plane))
{
Canvas::FloodData plane_data;
std::unique_ptr<glm::vec4> color;
Canvas::I->flood_fill(Canvas::I->m_current_layer_idx, plane, { (glm::ivec2)pos },
plane_data, m_tool->get_threshold(), Canvas::I->m_current_brush->m_tip_color, color);
auto a = new ActionFloodFill;
a->m_direction = Action::Direction::Undo;
a->m_layer = plane_data.layer;
a->m_snap = std::make_shared<Layer::Snapshot>(plane_data.layer->snapshot());
a->m_pos = (glm::ivec2)pos;
a->m_color = Canvas::I->m_current_brush->m_tip_color;
a->m_layer_index = Canvas::I->m_current_layer_idx;
a->m_threshold = m_tool->get_threshold();
a->m_plane = plane;
a->m_dirty_box = plane_data.layer->m_dirty_box;
a->m_dirty_face = plane_data.layer->m_dirty_face;
ActionManager::add(a);
plane_data.apply();
}
break;
default:
break;
}
}
void CanvasModeFloodFill::init()
{
TextureManager::load(m_cursor_path.c_str());
}
void CanvasModeFloodFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_draw_tip)
{
ShaderManager::use(kShader::Texture);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1))
* ortho
* glm::translate(glm::vec3(Canvas::I->m_cur_pos, 0.f))
* glm::scale(glm::vec3(32, 32, 1))
* glm::translate(glm::vec3(0.5f, -0.5f, 0))
);
ShaderManager::u_int(kShaderUniform::Tex, 0);
auto& t = TextureManager::get(m_cursor_id);
Canvas::I->m_sampler_linear.bind(0);
t.bind();
Canvas::I->m_plane.draw_fill();
t.unbind();
}
}
void CanvasModeFloodFill::enter(kCanvasMode prev)
{
auto tools = App::I->layout[App::I->main_id]->find("tools-container");
m_tool = tools->add_child<NodeToolBucket>();
}
void CanvasModeFloodFill::leave(kCanvasMode next)
{
m_tool->destroy();
m_tool = nullptr;
}