Files
panopainter/engine/node_stroke_preview.cpp

136 lines
3.7 KiB
C++

#include "pch.h"
#include "log.h"
#include "node_stroke_preview.h"
#include "texture.h"
#include "shader.h"
#include "bezier.h"
Node* NodeStrokePreview::clone_instantiate() const
{
return new NodeStrokePreview();
}
void NodeStrokePreview::clone_copy(Node* dest) const
{
NodeBorder::clone_copy(dest);
}
void NodeStrokePreview::clone_children(Node* dest) const
{
// stop children cloning
}
void NodeStrokePreview::clone_finalize(Node* dest) const
{
NodeStrokePreview* n = (NodeStrokePreview*)dest;
n->init_controls();
}
void NodeStrokePreview::init_controls()
{
m_mesh.create();
m_sampler.create();
TextureManager::load("data/Icons/Round-Hard.png");
m_brush.m_tex_id = const_hash("data/Icons/Round-Hard.png");
}
void NodeStrokePreview::restore_context()
{
NodeBorder::restore_context();
init_controls();
if (m_size.x > 0 && m_size.y > 0)
m_rtt.create(m_size.x, m_size.y);
draw_stroke();
}
void NodeStrokePreview::clear_context()
{
NodeBorder::clear_context();
m_rtt.destroy();
}
void NodeStrokePreview::draw_stroke()
{
m_rtt.bindFramebuffer();
{
using namespace ui;
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_rtt.getWidth(), m_rtt.getHeight());
glEnable(GL_BLEND);
glm::mat4 proj = glm::ortho<float>(0, (float)m_rtt.getWidth(), 0, (float)m_rtt.getHeight(), -1, 1);
m_stroke.reset();
m_stroke.start(m_brush);
auto samples = m_stroke.compute_samples();
auto& tex = TextureManager::get(m_brush.m_tex_id);
tex.bind();
m_sampler.bind(0);
if (true)
{
m_mesh.shader.use();
m_mesh.shader.u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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_rtt.unbindFramebuffer();
}
void NodeStrokePreview::draw()
{
using namespace ui;
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
m_rtt.bindTexture();
m_sampler.bind(0);
m_plane.draw_fill();
m_sampler.unbind();
m_rtt.unbindTexture();
}
void NodeStrokePreview::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
{
float pad = 30.f;
float w = new_size.x;
float h = new_size.y;
std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
m_stroke.start(m_brush);
for (int i = 0; i < 20; i++)
m_stroke.add_point(BezierCurve::Bezier2D(kp, i / 20.f), 1.f);
m_rtt.destroy();
m_rtt.create((int)new_size.x, (int)new_size.y);
draw_stroke();
}