Files
panopainter/engine/node_canvas.cpp

207 lines
7.3 KiB
C++

#include "pch.h"
#include "log.h"
#include "node_canvas.h"
Node* NodeCanvas::clone_instantiate() const
{
return new NodeCanvas();
}
void NodeCanvas::init()
{
m_mouse_ignore = false;
m_canvas = std::make_unique<ui::Canvas>();
m_canvas->create(1024, 1024);
m_sampler.create(GL_NEAREST);
m_face_plane.create<1>(2, 2);
m_line.create();
CanvasMode::node = this;
CanvasMode::canvas = m_canvas.get();
for (int i = 0; i < (int)ui::Canvas::kCanvasMode::COUNT; i++)
for (auto m : ui::Canvas::modes[i])
m->init();
}
void NodeCanvas::restore_context()
{
Node::restore_context();
m_canvas->create(1024, 1024);
m_sampler.create(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)ui::Canvas::kCanvasMode::COUNT; i++)
for (auto m : ui::Canvas::modes[i])
m->init();
}
void NodeCanvas::clear_context()
{
Node::clear_context();
m_canvas->snapshot_save(data_path);
m_canvas->clear_context();
// TODO: clear CanvasMode objects
}
void NodeCanvas::draw()
{
using namespace ui;
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
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);
glViewport(c.x, c.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, 0.1f, 1000.f);
glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) *
glm::translate(m_canvas->m_cam_pos);
m_canvas->m_mv = camera;
m_canvas->m_proj = proj;
m_canvas->m_box = box;
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
m_sampler.bind(0);
auto blend = glIsEnabled(GL_BLEND);
glEnable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera * glm::scale(glm::vec3(m_canvas->m_order.size())) * m_canvas->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);
for (auto layer_index : m_canvas->m_order)
{
if (m_canvas->m_layers[layer_index].m_opacity == .0f)
continue;
int z = m_canvas->m_order.size() - layer_index;
auto plane_mvp_z = proj * camera * glm::scale(glm::vec3(z)) * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
if (!(m_canvas->m_state == ui::Canvas::kCanvasMode::Erase &&
m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index))
{
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
ui::ShaderManager::u_float(kShaderUniform::Alpha,
m_canvas->m_current_stroke->m_brush.m_tip_opacity * m_canvas->m_layers[layer_index].m_opacity);
m_canvas->m_tmp[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_tmp[plane_index].unbindTexture();
}
}
}
glDisable(GL_DEPTH_TEST);
for (auto& mode : *m_canvas->m_mode)
mode->on_Draw(ortho_proj, proj, camera);
// keep drawing the grids
if (m_canvas->m_state != ui::Canvas::kCanvasMode::Grid)
for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
mode->on_Draw(ortho_proj, proj, camera);
//ui::ShaderManager::use(kShader::Equirect);
//ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(.5, .5, 1)));
//ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
//glBindTexture(GL_TEXTURE_CUBE_MAP, m_canvas->cube_id);
//m_face_plane.draw_fill();
//glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// ui::ShaderManager::use(kShader::Color);
// ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
// ui::ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
// static glm::vec4 AB[4]{ {-.75, 0, -1, 1},{ -.75, 0, 1, 1 } };
// m_line.update_vertices(AB);
// m_line.draw_stroke();
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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)
{
// m_canvas->resize((int)new_size.x, (int)new_size.y);
// m_canvas->clear();
}
}
kEventResult NodeCanvas::handle_event(Event* e)
{
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::MouseScroll:
case kEventType::MouseDownL:
case kEventType::MouseUpL:
case kEventType::MouseDownR:
case kEventType::MouseUpR:
case kEventType::MouseMove:
case kEventType::MouseCancel:
for (auto& mode : *m_canvas->m_mode)
mode->on_MouseEvent(me, loc);
break;
case kEventType::KeyDown:
// if (ke->m_key == kKey::KeyE)
// m_canvas->m_state = ui::Canvas::kPenState::Erase;
// if (ke->m_key == kKey::KeySpacebar)
// m_canvas->m_alpha_lock = true;
// if (ke->m_key == kKey::AndroidVolumeUp)
// m_zoom_canvas *= 0.9f;
// if (ke->m_key == kKey::AndroidVolumeDown)
// m_zoom_canvas *= 1.1f;
if (ke->m_key == kKey::AndroidBack)
if (!ActionManager::empty())
ActionManager::undo();
break;
case kEventType::KeyUp:
// if (ke->m_key == kKey::KeyE)
// m_canvas->m_state = ui::Canvas::kPenState::Draw;
// if (ke->m_key == kKey::KeySpacebar)
// m_canvas->m_alpha_lock = false;
break;
case kEventType::GestureStart:
case kEventType::GestureMove:
for (auto& mode : *m_canvas->m_mode)
mode->on_GestureEvent(ge);
break;
default:
return kEventResult::Available;
break;
}
return kEventResult::Consumed;
}