Files
panopainter/src/node_canvas.cpp

480 lines
18 KiB
C++

#include "pch.h"
#include "app.h"
#include "log.h"
#include "node_canvas.h"
#include "node_image_texture.h"
Node* NodeCanvas::clone_instantiate() const
{
return new NodeCanvas();
}
void NodeCanvas::init()
{
m_mouse_ignore = false;
m_canvas = std::make_unique<Canvas>();
m_canvas->create(CANVAS_RES, CANVAS_RES);
m_canvas->m_unsaved = false;
m_canvas->m_node = this;
m_sampler.create();
m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
m_sampler_linear.create(GL_LINEAR);
m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
m_face_plane.create<1>(2, 2);
m_line.create();
CanvasMode::node = this;
CanvasMode::canvas = m_canvas.get();
for (int i = 0; i < (int)Canvas::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();
m_canvas->create(CANVAS_RES, CANVAS_RES);
m_sampler.create();
m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
m_face_plane.create<1>(2, 2);
m_canvas->snapshot_restore();
CanvasMode::node = this;
CanvasMode::canvas = m_canvas.get();
for (int i = 0; i < (int)Canvas::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()
{
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
float zoom = root()->m_zoom;
auto box = m_clip * zoom;
glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(c.x + App::I.off_x, c.y + App::I.off_y, c.z, c.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 = m_canvas->m_cam_rot * glm::translate(m_canvas->m_cam_pos);
m_canvas->m_mv = camera;
m_canvas->m_proj = proj;
m_canvas->m_box = box;
m_canvas->m_vp = c;
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler_stencil.bind(3);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
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);
}
// check if any layer use blend, otherwise draw directly on main framebuffer
bool use_blend = false;
for (size_t i = 0; i < m_canvas->m_order.size(); i++)
{
auto layer_index = m_canvas->m_order[i];
use_blend |= m_canvas->m_layers[layer_index].m_blend_mode != 0;
}
if (use_blend)
{
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_order.size() + 500)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
}
// if not using shader blend, use gl rasterizer blend
use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
for (size_t i = 0; i < m_canvas->m_order.size(); i++)
{
auto layer_index = m_canvas->m_order[i];
for (int plane_index = 0; plane_index < 6; plane_index++)
{
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 ||
!m_canvas->m_layers[layer_index].m_dirty_face[plane_index]))
continue;
if (use_blend)
{
m_blender_rtt.bindFramebuffer();
m_blender_rtt.clear();
}
int z = (int)(m_canvas->m_order.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_state == Canvas::kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
m_sampler.bind(0);
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_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
//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);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[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);
ShaderManager::use(kShader::CompDraw);
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::TexStencil, 3);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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_int(kShaderUniform::UseFragCoordUV2, false);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
else
{
m_sampler.bind(0);
m_sampler_linear.bind(1);
ShaderManager::use(kShader::TextureAlphaSep);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
if (use_blend)
{
m_blender_rtt.unbindFramebuffer();
}
// draw the blended
if (use_blend)
{
m_sampler.bind(0);
m_sampler_linear.bind(1);
m_sampler.bind(2);
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
#ifndef __IOS__
ShaderManager::u_int(kShaderUniform::TexBG, 2);
#endif
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));
glActiveTexture(GL_TEXTURE0);
m_blender_rtt.bindTexture();
glActiveTexture(GL_TEXTURE1);
m_blender_rtt.bindTexture();
#ifndef __IOS__
glActiveTexture(GL_TEXTURE2);
m_blender_bg.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
m_blender_bg.size().x, m_blender_bg.size().y);
#endif
m_face_plane.draw_fill();
#ifndef __IOS__
glActiveTexture(GL_TEXTURE2);
m_blender_bg.unbind();
#endif
glActiveTexture(GL_TEXTURE1);
m_blender_rtt.unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_blender_rtt.unbindTexture();
}
}
}
if (use_blend)
{
m_cache_rtt.unbindFramebuffer();
}
// draw the grid behind the layers using a temporary copy
if (use_blend)
{
glEnable(GL_BLEND);
//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_order.size() + 500)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
// draw the layers
m_sampler.bind(0);
glActiveTexture(GL_TEXTURE0);
m_cache_rtt.bindTexture();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
m_face_plane.draw_fill();
m_cache_rtt.unbindTexture();
}
glDisable(GL_DEPTH_TEST);
auto transform_mode = static_cast<CanvasModeTransform*>(Canvas::modes[(int)Canvas::kCanvasMode::Transform][0]);
bool importing = transform_mode->m_action == CanvasModeTransform::ActionType::Import;
if (m_canvas->m_smask_active || m_canvas->m_state == Canvas::kCanvasMode::Transform && !importing)
{
m_canvas->modes[(int)Canvas::kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
m_canvas->modes[(int)Canvas::kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
}
// keep drawing the grids
if (m_canvas->m_state != Canvas::kCanvasMode::Grid)
for (auto& mode : Canvas::modes[(int)Canvas::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);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
m_sampler.unbind();
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
void NodeCanvas::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
{
if (new_size.x != m_canvas->m_width || new_size.y != m_canvas->m_height)
{
// actual screen size
new_size = new_size * root()->m_zoom;
#if defined(__IOS__) || defined(__ANDROID__)
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA16F);
#else
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA32F);
#endif
m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
m_blender_bg.create((int)new_size.x, (int)new_size.y, GL_RGBA8);
if (auto img = root()->find<NodeImageTexture>("tex-debug"))
img->tex.assign(m_canvas->m_mixer.getTextureID());
// m_canvas->resize((int)new_size.x, (int)new_size.y);
// m_canvas->clear();
}
}
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);
auto loc = (me->m_pos - m_pos) * root()->m_zoom;
switch (e->m_type)
{
case kEventType::MouseMove:
if (stylus_eraser != me->m_eraser)
{
Canvas::set_mode(me->m_eraser ?
Canvas::kCanvasMode::Erase :
Canvas::kCanvasMode::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;
for (auto& mode : *m_canvas->m_mode)
mode->on_MouseEvent(me, loc);
break;
case kEventType::KeyDown:
if (ke->m_key == kKey::KeyE)
Canvas::set_mode(Canvas::kCanvasMode::Erase);
if (ke->m_key == kKey::AndroidBack)
if (!ActionManager::empty())
ActionManager::undo();
break;
case kEventType::KeyUp:
if (ke->m_key == kKey::KeyE)
Canvas::set_mode(Canvas::kCanvasMode::Draw);
if (ke->m_key == kKey::KeyTab)
App::I.toggle_ui();
if (ke->m_key == kKey::KeyZ && App::I.keys[(int)kKey::KeyCtrl])
App::I.keys[(int)kKey::KeyShift] ? ActionManager::redo() : ActionManager::undo();
if (ke->m_key == kKey::KeyS && App::I.keys[(int)kKey::KeyCtrl] && !App::I.keys[(int)kKey::KeyShift])
{
if (Canvas::I->m_newdoc)
{
App::I.dialog_save();
}
else if (Canvas::I->m_unsaved)
{
Canvas::I->project_save();
}
}
if (ke->m_key == kKey::KeyS && App::I.keys[(int)kKey::KeyCtrl] && App::I.keys[(int)kKey::KeyShift])
{
if (Canvas::I->m_newdoc)
{
App::I.dialog_save();
}
else if (Canvas::I->m_unsaved)
{
App::I.dialog_save_ver();
}
}
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;
default:
return kEventResult::Available;
break;
}
return kEventResult::Consumed;
}
void NodeCanvas::reset_camera()
{
m_canvas->m_cam_rot = glm::mat4(1);
m_canvas->m_cam_pos = {0, 0, 0};
m_canvas->m_cam_fov = 85;
m_canvas->m_pan = {0, 0};
}