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panopainter/engine/node_viewport.cpp

74 lines
2.1 KiB
C++

#include "pch.h"
#include "log.h"
#include "node_viewport.h"
#include "shader.h"
void NodeViewport::draw()
{
using namespace ui;
glm::mat4 cam = glm::lookAt(glm::vec3(sinf(angle) * 10, 0, -10), glm::vec3(0, 0, 0), glm::vec3(0, -1, 0));
glm::mat4 proj = glm::perspective<float>(glm::radians(45.f), m_clip.z / m_clip.w, .1f, 100);
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
auto box = m_clip * root()->m_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);
TextureManager::get(m_tex_id).bind();
m_sampler->bind(0);
glEnable(GL_BLEND);
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
m_faces->draw_fill();
m_sampler->unbind();
TextureManager::get(m_tex_id).unbind();
glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
Node* NodeViewport::clone_instantiate() const
{
return new NodeViewport;
}
void NodeViewport::create()
{
m_faces = std::make_unique<ui::Plane>();
m_faces->create<1>(10, 10);
m_sampler = std::make_unique<Sampler>();
m_sampler->create();
TextureManager::load("data/uvs.jpg");
m_tex_id = const_hash("data/uvs.jpg");
}
kEventResult NodeViewport::handle_event(Event* e)
{
Node::handle_event(e);
switch (e->m_type)
{
case kEventType::MouseDownL:
dragging = true;
drag_end = drag_start = ((MouseEvent*)e)->m_pos;
angle_old = angle;
break;
case kEventType::MouseUpL:
dragging = false;
break;
case kEventType::MouseMove:
if (dragging)
{
drag_end = ((MouseEvent*)e)->m_pos;
angle = angle_old + (drag_end - drag_start).x * .01f;
}
break;
default:
break;
}
return kEventResult::Consumed;
}