Files
panopainter/engine/canvas.h

148 lines
3.4 KiB
C++

#pragma once
#include "rtt.h"
#include "texture.h"
#include "shader.h"
#include "shape.h"
NS_START
class Brush
{
public:
std::string m_name;
int id;
uint16_t m_texture_id;
};
class Stroke
{
public:
struct Keypoint
{
glm::vec2 pos;
float pressure;
};
int m_layer;
float m_dist;
std::shared_ptr<Brush> m_brush;
std::vector<Keypoint> m_keypoints;
void add_point(glm::vec2 pos, float pressure)
{
m_keypoints.emplace_back();
m_keypoints.back().pos = pos;
m_keypoints.back().pressure = pressure;
}
};
class Layer
{
public:
RTT m_rtt;
bool m_visible = true;
bool m_locked = false;
float m_alpha = 1.f;
std::string m_name;
bool create(int width, int height, std::string name)
{
m_rtt.create(width, height);
return true;
}
};
class Canvas
{
public:
int m_width;
int m_height;
std::vector<Layer> m_layers;
std::vector<Stroke> m_strokes;
std::unique_ptr<Layer> m_tmp;
Stroke* m_current_stroke = nullptr;
int m_current_layer_idx = 0;
RTT m_fb;
Sampler m_sampler;
Plane m_plane;
bool create(int width, int height)
{
m_width = width;
m_height = height;
m_tmp = std::make_unique<Layer>();
m_tmp->create(width, height, "tmp");
m_fb.create(width, height);
m_sampler.create();
m_plane.create<1>(1, 1);
return true;
}
void layer_add(std::string name)
{
m_layers.emplace_back();
m_layers.back().create(m_width, m_height, name);
}
void stroke_start(glm::vec2 point, float pressure, std::shared_ptr<Brush> brush)
{
m_strokes.emplace_back();
m_strokes.back().m_brush = brush;
m_strokes.back().add_point(point, pressure);
m_current_stroke = &m_strokes.back();
}
void stroke_update(glm::vec2 point, float pressure)
{
m_current_stroke->add_point(point, pressure);
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);
auto mvp = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f) *
glm::translate(glm::vec3(point, 0)) *
glm::scale(glm::vec3(30, 30, 1));
auto& tex = TextureManager::get(m_current_stroke->m_brush->m_texture_id);
tex.bind();
m_sampler.bind(0);
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
m_plane.draw_fill();
m_sampler.unbind();
tex.unbind();
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
m_fb.unbindFramebuffer();
}
void stroke_end()
{
m_current_stroke = nullptr;
}
void 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();
}
};
NS_END