776 lines
26 KiB
C++
776 lines
26 KiB
C++
#include "pch.h"
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#include "log.h"
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#include "canvas.h"
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ui::Canvas* ui::Canvas::I;
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glm::vec3 ui::Canvas::m_plane_origin[6] = {
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{ 0, 0,-1}, // front
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{ 1, 0, 0}, // right
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{ 0, 0, 1}, // back
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{-1, 0, 0}, // left
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{ 0, 1, 0}, // top
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{ 0,-1, 0}, // bottom
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};
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glm::vec3 ui::Canvas::m_plane_normal[6] = {
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{ 0, 0, 1}, // front
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{-1, 0, 0}, // right
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{ 0, 0,-1}, // back
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{ 1, 0, 0}, // left
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{ 0,-1, 0}, // top
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{ 0, 1, 0}, // bottom
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};
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glm::vec3 ui::Canvas::m_plane_tangent[6] = {
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{0, 1, 0}, // front
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{0, 1, 0}, // right
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{0, 1, 0}, // back
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{0, 1, 0}, // left
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{0, 0,-1}, // top
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{0, 0, 1}, // bottom
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};
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glm::mat4 ui::Canvas::m_plane_transform[6] = {
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glm::lookAt(glm::vec3(), { 0, 0,-1}, {0, 1, 0}), // front
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glm::lookAt(glm::vec3(), {-1, 0, 0}, {0, 1, 0}), // right
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glm::lookAt(glm::vec3(), { 0, 0, 1}, {0, 1, 0}), // back
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glm::lookAt(glm::vec3(), { 1, 0, 0}, {0, 1, 0}), // left
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glm::lookAt(glm::vec3(), { 0, 1, 0}, {0, 0,-1}), // top
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glm::lookAt(glm::vec3(), { 0,-1, 0}, {0, 0, 1}), // bottom
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};
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void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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{
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m_layers[m_current_layer_idx].clear(c);
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}
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void ui::Canvas::stroke_end()
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{
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stroke_commit();
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m_current_stroke = nullptr;
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m_show_tmp = false;
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}
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void ui::Canvas::stroke_draw()
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{
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if (!(m_current_stroke && m_current_stroke->has_sample()))
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return;
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m_dirty = true;
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glViewport(0, 0, m_width, m_height);
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auto ortho_proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
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auto m_brush = m_current_stroke->m_brush;
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auto samples = m_current_stroke->compute_samples();
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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tex.bind();
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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m_sampler_mask.bind(2);
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for (int i = 0; i < 6; i++)
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{
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m_tmp[i].bindFramebuffer();
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glActiveTexture(GL_TEXTURE1);
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m_tex[i].bind(); // bg, copy of framebuffer (copied before drawing)
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if (m_use_instanced)
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{
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glEnable(GL_BLEND);
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.draw(samples, ortho_proj);
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}
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else
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{
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glDisable(GL_BLEND);
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if (m_state == kPenState::Erase)
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{
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ShaderManager::use(ui::kShader::StrokeErase);
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//ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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}
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else if(m_layers[m_current_layer_idx].m_alpha_locked)
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{
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ShaderManager::use(kShader::StrokeLock);
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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ShaderManager::u_int(kShaderUniform::TexMask, 2); // alpha mask
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glActiveTexture(GL_TEXTURE2);
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m_layers[m_current_layer_idx].m_rtt[i].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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}
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else
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{
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ShaderManager::use(ui::kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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for (const auto& s : samples)
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{
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auto unproject = [](glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj, glm::vec3& out_origin, glm::vec3& out_dir) {
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auto clip_space = glm::vec2(loc.x, vp.w - loc.y - 1.f) / vp.zw() * 2.f - 1.f;
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auto inv = glm::inverse(proj * camera);
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auto wp0 = inv * glm::vec4(clip_space, 0, 1);
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auto wp1 = inv * glm::vec4(clip_space, .5, 1);
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out_origin = (wp0 / wp0.w).xyz();
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out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin);
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};
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auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3 plane_tangent, glm::vec3& out_hit) {
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float den = glm::dot(ray_dir, plane_normal);
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if (den == 0)
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return false; // no intersection
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float num = glm::dot(plane_origin - ray_origin, plane_normal);
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float t = num / den;
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if (t > 0)
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out_hit = ray_origin + ray_dir * t;
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else
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// negative intersection
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return false;
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return true;
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};
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glm::vec3 ray_origin, ray_dir;
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unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 hit;
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glm::vec2 fb_pos;
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if (intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
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{
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glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::abs(plane_local.x) < 1.f && glm::abs(plane_local.y) < 1.f)
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{
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fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
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fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
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//LOG("draw %f %f", fb_pos.x, fb_pos.y);
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}
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else
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{
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continue;
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}
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}
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else
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{
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continue;
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}
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m_dirty_face[i] = true;
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auto mvp = ortho_proj *
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glm::translate(glm::vec3(fb_pos, 0)) *
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glm::scale(glm::vec3(s.size, s.size, 1)) *
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glm::eulerAngleZ(s.angle);
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glm::vec4 P[4] {
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mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
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mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
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mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
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mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
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};
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auto mvp_inv = glm::inverse(ortho_proj);
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glm::vec4 P2[4]{
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mvp_inv * P[0],
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mvp_inv * P[1],
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mvp_inv * P[2],
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mvp_inv * P[3],
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};
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glm::vec2 bb_min(m_width, m_height);
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glm::vec2 bb_max(0, 0);
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for (int i = 0; i < 4; i++)
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{
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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tex_sz.x, tex_sz.y);
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m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos);
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m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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//m_plane_brush.update_vertices(P);
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m_plane_brush.draw_fill();
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}
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}
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if (m_alpha_lock)
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{
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glActiveTexture(GL_TEXTURE2);
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m_layers[m_current_layer_idx].m_rtt[i].unbindTexture();
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}
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glActiveTexture(GL_TEXTURE1);
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m_tex[i].unbind();
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m_tmp[i].unbindFramebuffer();
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}
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glDisable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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m_sampler.unbind();
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m_sampler_bg.unbind();
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m_sampler_mask.unbind();
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tex.unbind();
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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}
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void ui::Canvas::stroke_commit()
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{
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if (!m_dirty || m_layers.empty())
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return;
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m_dirty = false;
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// allocate action to add to history
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auto action = new ActionStroke;
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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for (int i = 0; i < 6; i++)
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{
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if (!m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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// copy to tmp2 for layer blending
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_tex2[i].unbind();
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m_tmp[i].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_tex2[i].bind();
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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if (m_state == kPenState::Erase)
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{
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ShaderManager::use(ui::kShader::Texture);
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}
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else
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{
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ShaderManager::use(ui::kShader::StrokeLayer);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_plane.draw_fill();
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m_sampler.unbind();
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m_sampler_bg.unbind();
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m_tex2[i].unbind();
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m_tmp[i].unbindTexture();
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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}
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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// save history
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action->m_layer_idx = m_current_layer_idx;
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action->m_canvas = this;
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action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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}
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void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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{
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m_current_stroke->add_point(point, pressure);
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}
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void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
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{
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->m_camera = { m_cam_rot, m_cam_fov };
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m_current_stroke->start(brush);
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m_current_stroke->add_point(point, pressure);
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for (int i = 0; i < 6; i++)
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{
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m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
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m_dirty_face[i] = false;
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if (m_state == kPenState::Erase)
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{
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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m_tmp[i].bindTexture();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_tmp[i].unbindTexture();
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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}
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else
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{
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m_tmp[i].bindFramebuffer();
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m_tmp[i].clear({ 0, 0, 0, 0 });
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m_tmp[i].unbindFramebuffer();
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}
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}
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m_show_tmp = true;
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}
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void ui::Canvas::layer_add(std::string name)
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{
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int idx = (int)m_layers.size();
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m_layers.emplace_back();
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m_layers.back().create(m_width, m_height, name);
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m_order.push_back(idx);
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}
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void ui::Canvas::layer_order(int idx, int pos)
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{
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std::swap(m_order[idx], m_order[pos]);
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}
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void ui::Canvas::resize(int width, int height)
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{
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m_width = width;
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m_height = height;
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for (int i = 0; i < 6; i++)
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{
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m_tmp[i].create(width, height);
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m_tex[i].create(width, height);
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m_tex2[i].create(width, height);
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}
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for (auto& l : m_layers)
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{
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l.create(width, height, "");
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}
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m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
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}
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bool ui::Canvas::create(int width, int height)
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{
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m_width = width;
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m_height = height;
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for (int i = 0; i < 6; i++)
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{
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m_tmp[i].create(width, height);
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m_tex[i].create(width, height);
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m_tex2[i].create(width, height); // TODO: destroy before recreating
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}
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m_sampler.create();
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m_sampler_bg.create();
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m_sampler_mask.create();
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m_plane.create<1>(1, 1);
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m_plane_brush.create<1>(1, 1);
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m_mesh.create();
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for (auto& l : m_layers)
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{
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l.create(width, height, "");
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}
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m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
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return true;
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}
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void ui::Canvas::snapshot_save(std::string data_path)
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{
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LOG("SAVE SNAPSHOT");
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m_layers_snapshot.clear();
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m_layers_snapshot.resize(m_layers.size());
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for (int i = 0; i < m_layers.size(); i++)
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m_layers_snapshot[i] = m_layers[i].snapshot(data_path);
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}
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void ui::Canvas::snapshot_restore()
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{
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LOG("RESTORE SNAPSHOT");
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for (int i = 0; i < m_layers.size(); i++)
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m_layers[i].restore(m_layers_snapshot[i]);
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m_layers_snapshot.clear();
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LOG("RESTORE SNAPSHOT complete");
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}
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void ui::Canvas::clear_context()
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{
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LOG("Canvas CLEAR CONTEXT");
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for (auto& layer : m_layers)
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layer.destroy();
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for (int i = 0; i < 6; i++)
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{
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m_tmp[i].destroy();
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m_tex[i].destroy();
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m_tex2[i].destroy();
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}
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m_latlong.destroy();
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};
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void ui::Canvas::save(std::string data_path)
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{
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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glGenTextures(1, &cube_id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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for (GLuint i = 0; i < 6; i++)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
int faces[]{
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // front
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // right
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // back
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X, // left
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
|
|
};
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
m_tmp[i].bindFramebuffer();
|
|
m_tmp[i].clear({ 1, 1, 1, 1 });
|
|
|
|
for (auto layer_index : m_order)
|
|
{
|
|
// copy to tmp2 for layer blending
|
|
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
|
|
m_tex2[i].bind();
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
|
m_tex2[i].unbind();
|
|
|
|
m_layers[layer_index].m_rtt[i].bindTexture();
|
|
glActiveTexture(GL_TEXTURE1);
|
|
m_tex2[i].bind();
|
|
m_sampler.bind(0);
|
|
m_sampler_bg.bind(1);
|
|
ShaderManager::use(ui::kShader::StrokeLayer);
|
|
ShaderManager::u_int(kShaderUniform::TexBG, 1);
|
|
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
|
|
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
|
m_plane.draw_fill();
|
|
m_sampler.unbind();
|
|
m_sampler_bg.unbind();
|
|
m_tex2[i].unbind();
|
|
m_layers[layer_index].m_rtt[i].unbindTexture();
|
|
}
|
|
|
|
// copy result to cubemap
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
|
|
glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
|
|
m_tmp[i].unbindFramebuffer();
|
|
}
|
|
|
|
// auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
|
|
// for (int i = 0; i < 6; i++)
|
|
// {
|
|
// m_tmp[i].readTextureData(data.get());
|
|
// static char name[128];
|
|
// sprintf(name, "%s/Face%d.png", data_path.c_str(), i);
|
|
// LOG("writing %s", name);
|
|
// //int ret = stbi_write_png(name, m_tmp[i].getWidth(), m_tmp[i].getHeight(), 4, data.get(), m_tmp[i].stride());
|
|
// }
|
|
|
|
glViewport(0, 0, m_latlong.getWidth(), m_latlong.getHeight());
|
|
m_latlong.bindFramebuffer();
|
|
ui::ShaderManager::use(kShader::Equirect);
|
|
ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
|
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
|
|
m_sampler.bind(0);
|
|
m_plane.draw_fill();
|
|
m_sampler.unbind();
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
m_latlong.unbindFramebuffer();
|
|
{
|
|
auto latlong_data = std::make_unique<uint8_t[]>(m_latlong.bytes());
|
|
m_latlong.readTextureData(latlong_data.get());
|
|
static char name[128];
|
|
sprintf(name, "%s/latlong.png", data_path.c_str());
|
|
LOG("writing %s", name);
|
|
int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
|
|
}
|
|
|
|
// restore viewport and clear color states
|
|
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
|
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
void ui::Canvas::project_save(std::string data_path)
|
|
{
|
|
static char name[128];
|
|
sprintf(name, "%s/latlong.pano", data_path.c_str());
|
|
FILE* fp = fopen(name, "wb");
|
|
if (!fp)
|
|
{
|
|
LOG("cannot write project to %s", name);
|
|
return;
|
|
}
|
|
|
|
// load thumbnail
|
|
Image thumb = thumbnail_generate(64, 64);
|
|
fwrite(&thumb.width, sizeof(int), 1, fp);
|
|
fwrite(&thumb.height, sizeof(int), 1, fp);
|
|
fwrite(&thumb.comp, sizeof(int), 1, fp);
|
|
fwrite(thumb.data(), thumb.size(), 1, fp);
|
|
|
|
fwrite(&m_width, sizeof(int), 1, fp);
|
|
fwrite(&m_height, sizeof(int), 1, fp);
|
|
|
|
int n_layers = (int)m_layers.size();
|
|
fwrite(&n_layers, sizeof(int), 1, fp);
|
|
|
|
for (int i = 0; i < (int)m_layers.size(); i++)
|
|
{
|
|
int n_order = m_order[i];
|
|
fwrite(&n_order, sizeof(int), 1, fp);
|
|
|
|
int name_len = m_layers[i].m_name.size();
|
|
fwrite(&name_len, sizeof(int), 1, fp);
|
|
fwrite(m_layers[i].m_name.data(), name_len, 1, fp);
|
|
|
|
auto snap = m_layers[i].snapshot(data_path);
|
|
for (int plane_index = 0; plane_index < 6; plane_index++)
|
|
{
|
|
fwrite(snap.image[plane_index].get(), 1, m_width * m_height * 4, fp);
|
|
}
|
|
}
|
|
fclose(fp);
|
|
LOG("project saved to %s", name);
|
|
}
|
|
|
|
void ui::Canvas::project_open(std::string data_path)
|
|
{
|
|
static char name[128];
|
|
sprintf(name, "%s/latlong.pano", data_path.c_str());
|
|
FILE* fp = fopen(name, "rb");
|
|
if (!fp)
|
|
{
|
|
LOG("cannot write project to %s", name);
|
|
return;
|
|
}
|
|
|
|
// skip thumbnail
|
|
Image thumb;
|
|
fread(&thumb.width, sizeof(int), 1, fp);
|
|
fread(&thumb.height, sizeof(int), 1, fp);
|
|
fread(&thumb.comp, sizeof(int), 1, fp);
|
|
fseek(fp, thumb.size(), SEEK_CUR);
|
|
|
|
fread(&m_width, sizeof(int), 1, fp);
|
|
fread(&m_height, sizeof(int), 1, fp);
|
|
|
|
int n_layers = (int)m_layers.size();
|
|
fread(&n_layers, sizeof(int), 1, fp);
|
|
|
|
const int bytes = m_width * m_height * 4;
|
|
Layer::Snapshot snap;
|
|
snap.create(m_width, m_height);
|
|
|
|
m_layers.clear();
|
|
m_order.clear();
|
|
for (int i = 0; i < n_layers; i++)
|
|
{
|
|
int n_order;
|
|
fread(&n_order, sizeof(int), 1, fp);
|
|
m_order.push_back(n_order);
|
|
|
|
int name_len;
|
|
fread(&name_len, sizeof(int), 1, fp);
|
|
std::string name(name_len, '\0');
|
|
fread((char*)name.data(), name_len, 1, fp);
|
|
for (int plane_index = 0; plane_index < 6; plane_index++)
|
|
{
|
|
fread(snap.image[plane_index].get(), 1, bytes, fp);
|
|
}
|
|
m_layers.emplace_back();
|
|
m_layers.back().create(m_width, m_height, name.c_str());
|
|
m_layers.back().restore(snap);
|
|
}
|
|
fclose(fp);
|
|
LOG("project restore from %s", name);
|
|
}
|
|
|
|
ui::Image ui::Canvas::thumbnail_generate(int w, int h)
|
|
{
|
|
// save viewport and clear color states
|
|
GLint vp[4];
|
|
GLfloat cc[4];
|
|
glGetIntegerv(GL_VIEWPORT, vp);
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
|
GLboolean blend = glIsEnabled(GL_BLEND);
|
|
|
|
// prepare common states
|
|
glViewport(0, 0, w, h);
|
|
|
|
RTT fb;
|
|
fb.create(w, h);
|
|
fb.bindFramebuffer();
|
|
fb.clear({ 1, 1, 1, 1 });
|
|
ui::Plane m_face_plane;
|
|
m_face_plane.create<1>(2, 2);
|
|
|
|
// recalculate because of different aspect ratio than the m_proj matrix
|
|
glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
|
|
|
|
glEnable(GL_BLEND);
|
|
for (int plane_index = 0; plane_index < 6; plane_index++)
|
|
{
|
|
auto plane_mvp = proj * m_mv * m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
|
|
|
|
ui::ShaderManager::use(kShader::Checkerboard);
|
|
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
|
|
m_face_plane.draw_fill();
|
|
|
|
ui::ShaderManager::use(kShader::TextureAlpha);
|
|
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
|
|
for (auto layer_index : m_order)
|
|
{
|
|
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
|
|
m_layers[layer_index].m_rtt[plane_index].bindTexture();
|
|
m_face_plane.draw_fill();
|
|
m_layers[layer_index].m_rtt[plane_index].unbindTexture();
|
|
}
|
|
}
|
|
|
|
fb.unbindFramebuffer();
|
|
|
|
// read the rendered image
|
|
ui::Image image;
|
|
image.create(w, h);
|
|
fb.readTextureData((uint8_t*)image.data());
|
|
|
|
fb.destroy();
|
|
|
|
// restore viewport and clear color states
|
|
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
|
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
return std::move(image);
|
|
}
|
|
|
|
ui::Image ui::Canvas::thumbnail_read(std::string data_path)
|
|
{
|
|
static char name[128];
|
|
sprintf(name, "%s/latlong.pano", data_path.c_str());
|
|
FILE* fp = fopen(name, "rb");
|
|
if (!fp)
|
|
{
|
|
LOG("cannot read project %s", name);
|
|
return {}; // return empty image
|
|
}
|
|
Image thumb;
|
|
fread(&thumb.width, sizeof(int), 1, fp);
|
|
fread(&thumb.height, sizeof(int), 1, fp);
|
|
fread(&thumb.comp, sizeof(int), 1, fp);
|
|
thumb.create();
|
|
fread((uint8_t*)thumb.data(), thumb.size(), 1, fp);
|
|
fclose(fp);
|
|
LOG("project thumbnail read from %s", name);
|
|
return std::move(thumb);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void ui::Layer::destroy()
|
|
{
|
|
for (int i = 0; i < 6; i++)
|
|
m_rtt[i].destroy();
|
|
}
|
|
|
|
void ui::Layer::restore(const Snapshot& snap)
|
|
{
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
if (!snap.image[i])
|
|
continue;
|
|
m_rtt[i].recreate(); // TODO: this should not be recreated here! Sorry I messed up with this, just quick fix DON'T SHIP!!
|
|
m_rtt[i].bindTexture();
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_rtt[i].getWidth(), m_rtt[i].getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, snap.image[i].get());
|
|
m_rtt[i].unbindTexture();
|
|
LOG("restore face %d - %d bytes (%dx%d)", i, m_rtt[i].bytes(), m_rtt[i].getWidth(), m_rtt[i].getHeight());
|
|
}
|
|
}
|
|
|
|
ui::Layer::Snapshot ui::Layer::snapshot(std::string data_path)
|
|
{
|
|
Snapshot snap;
|
|
static int counter = 0;
|
|
LOG("errno = %d", errno);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
snap.image[i] = std::make_unique<uint8_t[]>(m_rtt[i].bytes());
|
|
m_rtt[i].readTextureData(snap.image[i].get());
|
|
LOG("snapshot face %d - %d bytes (%dx%d)", i, m_rtt[i].bytes(), m_rtt[i].getWidth(), m_rtt[i].getHeight());
|
|
static char name[128];
|
|
sprintf(name, "%s/Layer%d-%d.png", data_path.c_str(), counter, i);
|
|
//int ret = stbi_write_png(name, m_rtt[i].getWidth(), m_rtt[i].getHeight(), 4, snap.image[i].get(), m_rtt[i].stride());
|
|
}
|
|
counter++;
|
|
return std::move(snap);
|
|
}
|
|
|
|
void ui::Layer::clear(const glm::vec4& c)
|
|
{
|
|
// push clear color state
|
|
GLfloat cc[4];
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
|
glClearColor(c.r, c.g, c.b, c.a);
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
m_rtt[i].bindFramebuffer();
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
m_rtt[i].unbindFramebuffer();
|
|
}
|
|
|
|
// restore clear color state
|
|
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
|
}
|
|
|
|
bool ui::Layer::create(int width, int height, std::string name)
|
|
{
|
|
m_name = name;
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
m_rtt[i].create(width, height);
|
|
m_rtt[i].bindFramebuffer();
|
|
m_rtt[i].clear();
|
|
m_rtt[i].unbindFramebuffer();
|
|
}
|
|
return true;
|
|
}
|