Files
panopainter/src/node_canvas.cpp

1061 lines
41 KiB
C++

#include "pch.h"
#include <algorithm>
#include <array>
#include <cstdint>
#include <memory>
#include <vector>
#include "app_core/canvas_hotkey.h"
#include "app_core/canvas_tool_ui.h"
#include "app_core/canvas_view.h"
#include "app_core/document_animation.h"
#include "app.h"
#include "legacy_canvas_tool_services.h"
#include "legacy_history_services.h"
#include "log.h"
#include "node_canvas.h"
#include "node_image_texture.h"
#include "paint_renderer/compositor.h"
#include "settings.h"
#include "renderer_gl/opengl_capabilities.h"
#include "util.h"
namespace {
void activate_opengl_texture(std::uint32_t texture_unit) noexcept
{
glActiveTexture(static_cast<GLenum>(texture_unit));
}
void bind_opengl_texture(std::uint32_t target, std::uint32_t texture) noexcept
{
glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
}
void set_active_texture_unit(std::uint32_t unit_index)
{
const auto status = pp::renderer::gl::activate_opengl_texture_unit(
unit_index,
pp::renderer::gl::OpenGlActiveTextureDispatch {
.active_texture = activate_opengl_texture,
});
if (!status.ok())
LOG("NodeCanvas active texture dispatch failed because: %s", status.message);
}
void unbind_texture_2d()
{
const auto status = pp::renderer::gl::bind_opengl_texture_2d(
0U,
pp::renderer::gl::OpenGlTexture2DBindDispatch {
.bind_texture = bind_opengl_texture,
});
if (!status.ok())
LOG("NodeCanvas texture unbind dispatch failed because: %s", status.message);
}
void enable_opengl_state(std::uint32_t state) noexcept
{
glEnable(static_cast<GLenum>(state));
}
void disable_opengl_state(std::uint32_t state) noexcept
{
glDisable(static_cast<GLenum>(state));
}
std::uint8_t is_opengl_state_enabled(std::uint32_t state) noexcept
{
return static_cast<std::uint8_t>(glIsEnabled(static_cast<GLenum>(state)));
}
void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
{
glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
void set_opengl_clear_color(float r, float g, float b, float a) noexcept
{
glClearColor(r, g, b, a);
}
void clear_opengl_buffer(std::uint32_t mask) noexcept
{
glClear(static_cast<GLbitfield>(mask));
}
void get_opengl_integer(std::uint32_t name, std::int32_t* values) noexcept
{
GLint raw_values[4] {};
glGetIntegerv(static_cast<GLenum>(name), raw_values);
values[0] = static_cast<std::int32_t>(raw_values[0]);
values[1] = static_cast<std::int32_t>(raw_values[1]);
values[2] = static_cast<std::int32_t>(raw_values[2]);
values[3] = static_cast<std::int32_t>(raw_values[3]);
}
void get_opengl_float(std::uint32_t name, float* values) noexcept
{
glGetFloatv(static_cast<GLenum>(name), values);
}
void apply_node_canvas_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height)
{
const auto status = pp::renderer::gl::apply_opengl_viewport(
pp::renderer::gl::OpenGlViewportRect {
.x = x,
.y = y,
.width = width,
.height = height,
},
pp::renderer::gl::OpenGlViewportDispatch {
.viewport = set_opengl_viewport,
});
if (!status.ok())
LOG("NodeCanvas viewport dispatch failed because: %s", status.message);
}
pp::renderer::gl::OpenGlViewportRect query_node_canvas_viewport()
{
const auto result = pp::renderer::gl::query_opengl_viewport(
pp::renderer::gl::OpenGlViewportQueryDispatch {
.get_integer = get_opengl_integer,
});
if (!result.ok()) {
LOG("NodeCanvas viewport query dispatch failed because: %s", result.status().message);
}
return result.value();
}
std::array<float, 4> query_node_canvas_clear_color()
{
const auto result = pp::renderer::gl::query_opengl_clear_color(
pp::renderer::gl::OpenGlClearColorQueryDispatch {
.get_float = get_opengl_float,
});
if (!result.ok()) {
LOG("NodeCanvas clear-color query dispatch failed because: %s", result.status().message);
}
return result.value();
}
void apply_node_canvas_clear_color(std::array<float, 4> color)
{
const auto status = pp::renderer::gl::apply_opengl_clear_color(
color,
pp::renderer::gl::OpenGlClearColorDispatch {
.clear_color = set_opengl_clear_color,
});
if (!status.ok())
LOG("NodeCanvas clear-color dispatch failed because: %s", status.message);
}
void clear_node_canvas_color_buffer(std::array<float, 4> color)
{
const auto status = pp::renderer::gl::clear_opengl_render_target(
pp::renderer::gl::OpenGlDefaultClear {
.color = color,
.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
},
pp::renderer::gl::OpenGlClearDispatch {
.clear_color = set_opengl_clear_color,
.clear = clear_opengl_buffer,
});
if (!status.ok())
LOG("NodeCanvas color-buffer clear dispatch failed because: %s", status.message);
}
void apply_node_canvas_capability(std::uint32_t state, bool enabled)
{
const auto status = pp::renderer::gl::apply_opengl_capability(
state,
enabled,
pp::renderer::gl::OpenGlCapabilityDispatch {
.enable = enable_opengl_state,
.disable = disable_opengl_state,
});
if (!status.ok())
LOG("NodeCanvas capability dispatch failed because: %s", status.message);
}
bool query_node_canvas_capability(std::uint32_t state)
{
const auto result = pp::renderer::gl::query_opengl_capability_state(
state,
pp::renderer::gl::OpenGlCapabilityStateQueryDispatch {
.is_enabled = is_opengl_state_enabled,
});
if (!result.ok()) {
LOG("NodeCanvas capability query failed because: %s", result.status().message);
return false;
}
return result.value();
}
pp::renderer::RenderDeviceFeatures node_canvas_stroke_composite_features() noexcept
{
return ShaderManager::render_device_features();
}
pp::paint_renderer::CanvasBlendGatePlan node_canvas_blend_gate_plan(
int width,
int height,
const std::vector<std::shared_ptr<Layer>>& layers,
const Brush* brush) noexcept
{
std::vector<int> layer_blend_modes;
layer_blend_modes.reserve(layers.size());
for (const auto& layer : layers) {
if (!layer) {
continue;
}
layer_blend_modes.push_back(layer->m_blend_mode);
}
const auto plan = pp::paint_renderer::plan_canvas_blend_gate(
node_canvas_stroke_composite_features(),
pp::paint_renderer::CanvasBlendGateRequest {
.extent = pp::renderer::Extent2D {
.width = static_cast<std::uint32_t>(std::max(width, 0)),
.height = static_cast<std::uint32_t>(std::max(height, 0)),
},
.layer_blend_modes = layer_blend_modes,
.has_stroke_blend_mode = brush != nullptr,
.stroke_blend_mode = brush ? brush->m_blend_mode : 0,
});
if (plan) {
return plan.value();
}
pp::paint_renderer::CanvasBlendGatePlan fallback;
fallback.shader_blend = true;
fallback.complex_blend = true;
fallback.compatibility_fallback = true;
return fallback;
}
pp::app::CanvasHotkeyKey canvas_hotkey_key(kKey key) noexcept
{
switch (key) {
case kKey::AndroidBack:
return pp::app::CanvasHotkeyKey::android_back;
case kKey::KeyAlt:
return pp::app::CanvasHotkeyKey::alt;
case kKey::KeyE:
return pp::app::CanvasHotkeyKey::e;
case kKey::KeyS:
return pp::app::CanvasHotkeyKey::s;
case kKey::KeyTab:
return pp::app::CanvasHotkeyKey::tab;
case kKey::KeyZ:
return pp::app::CanvasHotkeyKey::z;
case kKey::KeyBracketLeft:
return pp::app::CanvasHotkeyKey::bracket_left;
case kKey::KeyBracketRight:
return pp::app::CanvasHotkeyKey::bracket_right;
default:
return pp::app::CanvasHotkeyKey::other;
}
}
pp::app::CanvasToolMode canvas_tool_mode(kCanvasMode mode) noexcept
{
switch (mode) {
case kCanvasMode::Draw:
return pp::app::CanvasToolMode::draw;
case kCanvasMode::Erase:
return pp::app::CanvasToolMode::erase;
case kCanvasMode::Line:
return pp::app::CanvasToolMode::line;
case kCanvasMode::Camera:
return pp::app::CanvasToolMode::camera;
case kCanvasMode::Grid:
return pp::app::CanvasToolMode::grid;
case kCanvasMode::Copy:
return pp::app::CanvasToolMode::copy;
case kCanvasMode::Cut:
return pp::app::CanvasToolMode::cut;
case kCanvasMode::Fill:
return pp::app::CanvasToolMode::fill;
case kCanvasMode::MaskFree:
return pp::app::CanvasToolMode::mask_free;
case kCanvasMode::MaskLine:
return pp::app::CanvasToolMode::mask_line;
case kCanvasMode::FloodFill:
return pp::app::CanvasToolMode::flood_fill;
case kCanvasMode::COUNT:
return pp::app::CanvasToolMode::draw;
}
return pp::app::CanvasToolMode::draw;
}
pp::app::CanvasCursorVisibilityMode canvas_cursor_visibility_mode(NodeCanvas::kCursorVisibility mode) noexcept
{
switch (mode) {
case NodeCanvas::kCursorVisibility::Never:
return pp::app::CanvasCursorVisibilityMode::never;
case NodeCanvas::kCursorVisibility::SmallBrush:
return pp::app::CanvasCursorVisibilityMode::small_brush;
case NodeCanvas::kCursorVisibility::NotPainting:
return pp::app::CanvasCursorVisibilityMode::not_painting;
case NodeCanvas::kCursorVisibility::Always:
return pp::app::CanvasCursorVisibilityMode::always;
}
return pp::app::CanvasCursorVisibilityMode::never;
}
pp::app::CanvasHotkeyState canvas_hotkey_state(bool mouse_focused, int touch_finger_count = 0) noexcept
{
pp::app::CanvasHotkeyState state;
state.ctrl_down = App::I && App::I->keys[(int)kKey::KeyCtrl];
state.shift_down = App::I && App::I->keys[(int)kKey::KeyShift];
state.mouse_focused = mouse_focused;
const auto history = pp::panopainter::legacy_history_snapshot();
state.undo_count = history.undo_count;
state.redo_count = history.redo_count;
state.touch_finger_count = touch_finger_count;
return state;
}
void execute_canvas_hotkey_plan(const pp::app::CanvasHotkeyPlan& plan)
{
const auto status = pp::panopainter::execute_legacy_canvas_hotkey_plan(plan);
if (!status.ok())
LOG("Canvas hotkey action failed: %s", status.message);
}
void run_canvas_hotkey(
pp::app::CanvasHotkeyEvent event,
kKey key,
bool mouse_focused,
int touch_finger_count = 0)
{
const auto plan = pp::app::plan_canvas_hotkey(
event,
canvas_hotkey_key(key),
canvas_hotkey_state(mouse_focused, touch_finger_count));
if (plan)
execute_canvas_hotkey_plan(plan.value());
else
LOG("Canvas hotkey planning failed: %s", plan.status().message);
}
void run_canvas_tool_mode(pp::app::CanvasToolMode mode)
{
const auto plan = pp::app::plan_canvas_tool_select(mode);
const auto status = pp::panopainter::execute_legacy_canvas_input_tool_plan(plan);
if (!status.ok())
LOG("Canvas input tool action failed: %s", status.message);
}
}
Node* NodeCanvas::clone_instantiate() const
{
return new NodeCanvas();
}
void NodeCanvas::init()
{
m_density = Settings::value_or<Serializer::Float>("vp-scale", 1.f);
m_cursor_visibility = (kCursorVisibility)Settings::value_or<Serializer::Integer>("show-cursor", 0);
m_mouse_ignore = false;
m_canvas = std::make_unique<Canvas>();
const int canvas_resolution = App::I->default_canvas_resolution();
m_canvas->create(canvas_resolution, canvas_resolution);
m_canvas->m_unsaved = false;
m_canvas->m_node = this;
m_sampler.create();
//m_sampler.set_filter(pp::renderer::gl::linear_texture_filter(), pp::renderer::gl::nearest_texture_filter());
m_sampler_nearest.create(pp::renderer::gl::nearest_texture_filter());
m_sampler_linear.create(pp::renderer::gl::linear_texture_filter());
m_sampler_stencil.create(
pp::renderer::gl::linear_texture_filter(),
pp::renderer::gl::repeat_texture_wrap());
m_face_plane.create<1>(2, 2);
m_line.create();
CanvasMode::node = this;
for (int i = 0; i < (int)kCanvasMode::COUNT; i++)
for (auto m : Canvas::modes[i])
m->init();
m_grid.create(1, 1, m_grid_divs);
}
void NodeCanvas::restore_context()
{
Node::restore_context();
const int canvas_resolution = App::I->default_canvas_resolution();
m_canvas->create(canvas_resolution, canvas_resolution);
m_sampler.create();
m_sampler.set_filter(
pp::renderer::gl::linear_texture_filter(),
pp::renderer::gl::nearest_texture_filter());
m_face_plane.create<1>(2, 2);
m_canvas->snapshot_restore();
CanvasMode::node = this;
for (int i = 0; i < (int)kCanvasMode::COUNT; i++)
for (auto m : Canvas::modes[i])
m->init();
}
void NodeCanvas::clear_context()
{
Node::clear_context();
m_canvas->snapshot_save();
m_canvas->clear_context();
// TODO: clear CanvasMode objects
}
void NodeCanvas::draw()
{
// sanity checks
float zoom = root()->m_zoom;
if (zoom == 0.f)
zoom = 1.f;
auto box = m_clip * zoom;
if (box.z == 0 || box.w == 0)
return;
const auto vp = query_node_canvas_viewport();
const auto cc = query_node_canvas_clear_color();
const auto blend = query_node_canvas_capability(pp::renderer::gl::blend_state());
const auto depth = query_node_canvas_capability(pp::renderer::gl::depth_test_state());
const auto scissor = query_node_canvas_capability(pp::renderer::gl::scissor_test_state());
apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), false);
glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp.height - box.y - box.w), box.z, box.w);
//m_canvas->m_cam_rot = m_pan * 0.003f;
glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.001f, 1000.f);
glm::mat4 camera = glm::translate(m_canvas->m_cam_pos) * m_canvas->m_cam_rot;
m_canvas->m_mv = camera;
m_canvas->m_proj = proj;
m_canvas->m_box = box;
m_canvas->m_vp = c;
float pitch = 0;
if (auto slider = root()->find<NodeSliderH>("pitch-slider"))
pitch = (slider->get_value() - 0.5) * glm::half_pi<float>();
float yaw = 0;
if (auto slider = root()->find<NodeSliderH>("yaw-slider"))
yaw = (slider->get_value() - 0.5) * glm::half_pi<float>();
float roll = 0;
if (auto slider = root()->find<NodeSliderH>("roll-slider"))
roll = (slider->get_value() - 0.5) * glm::half_pi<float>();
// pre computed helpers
for (int plane_index = 0; plane_index < 6; plane_index++)
{
//glm::mat4 plane_camera = glm::lookAt(m_canvas->m_plane_origin[plane_index], m_canvas->m_plane_normal[plane_index], m_canvas->m_plane_tangent[plane_index]);
m_canvas->m_plane_unproject[plane_index] = glm::inverse(m_canvas->m_proj * m_canvas->m_mv * m_canvas->m_plane_transform[plane_index]);
m_canvas->m_plane_dir[plane_index] = -(m_canvas->m_plane_transform[plane_index] * glm::vec4(m_canvas->m_plane_origin[plane_index], 1));
// face is the 2d shape of the cube plane i projected onto the window space
m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index);
}
if (m_density != 1.f)
{
m_rtt.bindFramebuffer();
clear_node_canvas_color_buffer({ 1.f, 1.f, 0.f, 0.f });
apply_node_canvas_viewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
}
else
{
clear_node_canvas_color_buffer({ 1.f, 1.f, 1.f, 0.f });
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
}
// NOTE: draw_merge has been disabled for worst performance
bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera);
draw_merged = false;
if (draw_merged)
{
apply_node_canvas_capability(pp::renderer::gl::blend_state(), false);
// draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
int z = 1;
auto plane_mvp_z = proj * camera *
//glm::scale(glm::vec3(z + 1)) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
set_active_texture_unit(0);
m_canvas->m_layers_merge.rtt(plane_index).bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers_merge.rtt(plane_index).unbindTexture();
}
}
else
{
const auto blend_gate = node_canvas_blend_gate_plan(
m_cache_rtt.getWidth(),
m_cache_rtt.getHeight(),
m_canvas->m_layers,
m_canvas->m_current_stroke ? m_canvas->m_current_stroke->m_brush.get() : nullptr);
const bool use_blend = blend_gate.shader_blend;
const bool copy_blend_destination = use_blend && !blend_gate.reads_destination_color;
if (use_blend)
{
apply_node_canvas_viewport(0, 0, m_cache_rtt.getWidth(), m_cache_rtt.getHeight());
m_cache_rtt.bindFramebuffer();
m_cache_rtt.clear({ 1, 1, 1, 0 });
}
else
{
// draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
}
// if not using shader blend, use gl rasterizer blend
use_blend ? apply_node_canvas_capability(pp::renderer::gl::blend_state(), false) : apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), false);
const auto& b = m_canvas->m_current_stroke->m_brush;
for (size_t i = 0; i < m_canvas->m_layers.size(); i++)
{
auto layer_index = i;
for (int plane_index = 0; plane_index < 6; plane_index++)
{
const auto onion_range_result = pp::app::plan_animation_onion_frame_range(
m_canvas->m_layers[layer_index]->frames_count(),
m_canvas->m_layers[layer_index]->m_frame_index,
App::I->animation->get_onion_size());
if (!onion_range_result) {
LOG("NodeCanvas onion frame range failed: %s", onion_range_result.status().message);
continue;
}
const auto onion_range = onion_range_result.value();
bool faces = false;
for (int frame = onion_range.first_frame; frame <= onion_range.last_frame; frame++)
faces |= m_canvas->m_layers[layer_index]->face(plane_index, frame);
if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
(!m_canvas->m_layers[layer_index]->m_visible ||
m_canvas->m_layers[layer_index]->m_opacity == .0f || !faces))
continue;
if (use_blend)
{
m_blender_rtt.bindFramebuffer();
m_blender_rtt.clear();
}
int z = (int)(m_canvas->m_layers.size() - i);
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(z + 1)) *
glm::eulerAngleYXZ(yaw, pitch, roll) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
if (m_canvas->m_current_stroke && m_canvas->m_current_mode == kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].bindTexture();
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).bindTexture();
for (int frame = onion_range.first_frame; frame <= onion_range.last_frame; frame++)
{
const float onion_alpha = pp::app::animation_onion_frame_alpha(onion_range, frame);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity* onion_alpha);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill();
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).unbindTexture();
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].unbindTexture();
}
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].bindTexture();
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).bindTexture();
set_active_texture_unit(3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].bindTexture();
set_active_texture_unit(4);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
unbind_texture_2d();
for (int frame = onion_range.first_frame; frame <= onion_range.last_frame; frame++)
{
const float onion_alpha = pp::app::animation_onion_frame_alpha(onion_range, frame);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill();
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
set_active_texture_unit(3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].unbindTexture();
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).unbindTexture();
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].unbindTexture();
}
else
{
m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
for (int frame = onion_range.first_frame; frame <= onion_range.last_frame; frame++)
{
const float onion_alpha = pp::app::animation_onion_frame_alpha(onion_range, frame);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
}
if (use_blend)
{
m_blender_rtt.unbindFramebuffer();
}
// draw the blended
if (use_blend)
{
m_sampler.bind(0);
m_sampler.bind(2);
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
if (copy_blend_destination)
ShaderManager::u_int(kShaderUniform::TexBG, 2);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
set_active_texture_unit(0);
m_blender_rtt.bindTexture();
if (copy_blend_destination)
{
set_active_texture_unit(2);
m_blender_bg.bind();
copy_framebuffer_to_texture_2d(
0,
0,
0,
0,
m_blender_bg.size().x,
m_blender_bg.size().y);
}
m_face_plane.draw_fill();
if (copy_blend_destination)
{
set_active_texture_unit(2);
m_blender_bg.unbind();
}
set_active_texture_unit(0);
m_blender_rtt.unbindTexture();
}
#ifdef _DEBUG
// draw dirty area
{
auto bb = m_canvas->m_layers[layer_index]->box(plane_index) / (float)m_canvas->m_layers[layer_index]->w;
glm::vec2 bbmin = xy(bb);
glm::vec2 bbsz = zw(bb) - xy(bb);
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
* glm::translate(glm::vec3(bbmin * 2.f, 0))
* glm::translate(glm::vec3(-1, -1, 0))
* glm::scale(glm::vec3(bbsz, 1))
* glm::translate(glm::vec3(1, 1, 0))
);
m_face_plane.draw_stroke();
}
#endif
}
}
if (use_blend)
{
m_cache_rtt.unbindFramebuffer();
if (m_density != 1.f)
apply_node_canvas_viewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
else
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
}
// draw the grid behind the layers using a temporary copy
if (use_blend)
{
apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
//draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500.f)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1.f));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
// draw the layers
m_sampler.bind(0);
set_active_texture_unit(0);
m_cache_rtt.bindTexture();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
m_face_plane.draw_fill();
m_cache_rtt.unbindTexture();
}
}
apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), false);
if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
{
if (m_canvas->m_smask_mode == 1)
m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
else if (m_canvas->m_smask_mode == 2)
m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
}
if (m_canvas->m_smask_active)
{
ShaderManager::use(kShader::TextureMask);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
set_active_texture_unit(0);
apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
//draw the cube faces
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500.f)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1.f));
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_canvas->m_smask.rtt(plane_index).bindTexture();
m_face_plane.draw_fill();
m_canvas->m_smask.rtt(plane_index).unbindTexture();
}
}
// keep drawing the grids
if (m_canvas->m_current_mode != kCanvasMode::Grid)
for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid])
mode->on_Draw(ortho_proj, proj, camera);
App::I->grid->draw_heightmap(proj, camera, false);
for (auto& mode : *m_canvas->m_mode)
mode->on_Draw(ortho_proj, proj, camera);
if (m_density != 1.f)
{
m_rtt.unbindFramebuffer();
clear_node_canvas_color_buffer({ 1.f, 1.f, 1.f, 0.f });
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
// draw the canvas
m_sampler_nearest.bind(0);
set_active_texture_unit(0);
m_rtt.bindTexture();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
m_face_plane.draw_fill();
m_rtt.unbindTexture();
}
scissor ? apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), true) : apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), false);
blend ? apply_node_canvas_capability(pp::renderer::gl::blend_state(), true) : apply_node_canvas_capability(pp::renderer::gl::blend_state(), false);
depth ? apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), true) : apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), false);
apply_node_canvas_viewport(vp.x, vp.y, vp.width, vp.height);
apply_node_canvas_clear_color(cc);
}
void NodeCanvas::handle_resize(glm::vec2 old_size, glm::vec2 new_size, float zoom)
{
if (new_size.x != m_canvas->m_width || new_size.y != m_canvas->m_height)
{
new_size = new_size * m_density;
create_buffers();
}
}
kEventResult NodeCanvas::handle_event(Event* e)
{
static bool stylus_eraser = false;
Node::handle_event(e);
MouseEvent* me = static_cast<MouseEvent*>(e);
KeyEvent* ke = static_cast<KeyEvent*>(e);
GestureEvent* ge = static_cast<GestureEvent*>(e);
TouchEvent* te = static_cast<TouchEvent*>(e);
auto loc = (me->m_pos - m_pos) * root()->m_zoom;
switch (e->m_type)
{
case kEventType::MouseMove:
if (stylus_eraser != me->m_eraser)
{
run_canvas_tool_mode(me->m_eraser ?
pp::app::CanvasToolMode::erase :
pp::app::CanvasToolMode::draw);
stylus_eraser = me->m_eraser;
}
case kEventType::MouseScroll:
case kEventType::MouseDownL:
case kEventType::MouseUpL:
case kEventType::MouseDownR:
case kEventType::MouseUpR:
case kEventType::MouseCancel:
m_canvas->m_cur_pos = loc;
update_cursor();
for (auto& mode : *m_canvas->m_mode)
mode->on_MouseEvent(me, loc);
break;
case kEventType::MouseUnfocus:
(*m_canvas->m_mode)[0]->m_draw_tip = false;
App::I->show_cursor();
break;
case kEventType::MouseFocus:
update_cursor();
break;
case kEventType::KeyDown:
run_canvas_hotkey(
pp::app::CanvasHotkeyEvent::key_down,
ke->m_key,
m_mouse_focus);
for (auto& mode : *m_canvas->m_mode)
mode->on_KeyEvent(ke);
break;
case kEventType::KeyUp:
update_cursor();
run_canvas_hotkey(
pp::app::CanvasHotkeyEvent::key_up,
ke->m_key,
m_mouse_focus);
for (auto& mode : *m_canvas->m_mode)
mode->on_KeyEvent(ke);
break;
case kEventType::GestureStart:
mouse_capture();
for (auto& mode : *m_canvas->m_mode)
mode->on_GestureEvent(ge);
break;
case kEventType::GestureMove:
for (auto& mode : *m_canvas->m_mode)
mode->on_GestureEvent(ge);
break;
case kEventType::GestureEnd:
mouse_release();
for (auto& mode : *m_canvas->m_mode)
mode->on_GestureEvent(ge);
break;
case kEventType::TouchTap:
run_canvas_hotkey(
pp::app::CanvasHotkeyEvent::touch_tap,
kKey::Unknown,
m_mouse_focus,
te->m_finger_count);
break;
default:
return kEventResult::Available;
break;
}
return kEventResult::Consumed;
}
void NodeCanvas::reset_camera()
{
const auto state = pp::app::plan_canvas_camera_reset();
m_canvas->m_cam_rot = glm::mat4(
state.rotation[0], state.rotation[1], state.rotation[2], state.rotation[3],
state.rotation[4], state.rotation[5], state.rotation[6], state.rotation[7],
state.rotation[8], state.rotation[9], state.rotation[10], state.rotation[11],
state.rotation[12], state.rotation[13], state.rotation[14], state.rotation[15]);
m_canvas->m_cam_pos = {
state.position[0],
state.position[1],
state.position[2],
};
m_canvas->m_cam_fov = state.field_of_view_degrees;
m_canvas->m_pan = {
state.pan[0],
state.pan[1],
};
}
void NodeCanvas::create_buffers()
{
auto new_size = GetSize() * m_density;
LOG("NodeCanvas::create_buffers size: %d x %d density %f", (int)new_size.x, (int)new_size.y, m_density);
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
(int)new_size.y * m_canvas->m_mixer_scale, -1, pp::renderer::gl::rgba8_internal_format());
m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format());
m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format());
m_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format(), true);
m_blender_bg.create((int)new_size.x, (int)new_size.y, pp::renderer::gl::rgba8_internal_format());
}
void NodeCanvas::set_density(float d)
{
m_density = d;
create_buffers();
}
void NodeCanvas::set_cursor_visibility(kCursorVisibility mode)
{
m_cursor_visibility = mode;
}
void NodeCanvas::update_cursor()
{
auto* pen_mode = m_canvas->get_mode<CanvasModePen>();
const auto plan = pp::app::plan_canvas_cursor_visibility(pp::app::CanvasCursorVisibilityInput {
.mode = canvas_tool_mode(m_canvas->m_current_mode),
.visibility_mode = canvas_cursor_visibility_mode(m_cursor_visibility),
.has_current_brush = m_canvas->m_current_brush != nullptr,
.brush_tip_size = m_canvas->m_current_brush ? m_canvas->m_current_brush->m_tip_size : 0.0F,
.pen_is_drawing = pen_mode && pen_mode->m_drawing,
.alt_down = App::I && App::I->keys[(int)kKey::KeyAlt],
.pen_is_resizing = pen_mode && pen_mode->m_resizing,
.pen_is_picking = pen_mode && pen_mode->m_picking,
});
if (!plan) {
LOG("Canvas cursor visibility planning failed: %s", plan.status().message);
App::I->show_cursor();
return;
}
plan.value().visible ? App::I->show_cursor() : App::I->hide_cursor();
}
void NodeCanvas::on_tick(float dt)
{
m_outline_pan = glm::fract(m_outline_pan + dt * 0.01f);
}
void NodeCanvas::destroy()
{
m_blender_rtt.destroy();
m_cache_rtt.destroy();
m_rtt.destroy();
m_blender_bg.destroy();
m_face_plane.destroy();
m_line.destroy();
m_grid.destroy();
Node::destroy();
}