Files
panopainter/engine/canvas.cpp

121 lines
3.0 KiB
C++

#include "pch.h"
#include "canvas.h"
void ui::Canvas::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();
}
void ui::Canvas::stroke_end()
{
m_current_stroke = nullptr;
}
void ui::Canvas::stroke_draw()
{
if (!(m_current_stroke && m_current_stroke->has_sample()))
return;
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);
glEnable(GL_BLEND);
auto proj = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f);
auto m_brush = m_current_stroke->m_brush;
auto samples = m_current_stroke->compute_samples();
auto& tex = TextureManager::get(m_brush.m_tex_id);
tex.bind();
m_sampler.bind(0);
if (m_use_instanced)
{
m_mesh.shader.use();
m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
m_mesh.shader.u_int(kShaderUniform::Tex, 0);
m_mesh.draw(samples, proj);
}
else
{
ShaderManager::use("stroke");
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
ShaderManager::u_int(kShaderUniform::Tex, 0);
for (const auto& s : samples)
{
auto mvp = proj *
glm::translate(glm::vec3(s.pos, 0)) *
glm::scale(glm::vec3(s.size, s.size, 1)) *
glm::eulerAngleZ(s.angle);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
m_plane.draw_fill();
}
}
m_sampler.unbind();
tex.unbind();
glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
m_fb.unbindFramebuffer();
}
void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
{
m_current_stroke->add_point(point, pressure);
}
void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
{
m_strokes.emplace_back();
m_strokes.back().start(brush);
m_strokes.back().add_point(point, pressure);
m_current_stroke = &m_strokes.back();
}
void ui::Canvas::layer_add(std::string name)
{
m_layers.emplace_back();
m_layers.back().create(m_width, m_height, name);
}
void ui::Canvas::resize(int width, int height)
{
m_width = width;
m_height = height;
m_tmp->create(width, height, "tmp");
m_fb.create(width, height);
}
bool ui::Canvas::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);
m_mesh.create();
return true;
}