Files
panopainter/engine/canvas_modes.cpp

372 lines
11 KiB
C++

#include "pch.h"
#include "log.h"
#include "canvas_modes.h"
#include "layout.h"
#include "canvas.h"
#include "shader.h"
NodeCanvas* CanvasMode::node;
ui::Canvas* CanvasMode::canvas;
void CanvasModeBasicCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownL:
break;
case kEventType::MouseUpL:
break;
case kEventType::MouseDownR:
m_draggingR = true;
m_dragR_start = me->m_pos;
m_pan_start = canvas->m_pan;
node->mouse_capture();
break;
case kEventType::MouseUpR:
m_draggingR = false;
node->mouse_release();
break;
case kEventType::MouseMove:
if (m_draggingR)
canvas->m_pan = m_pan_start + (me->m_pos - m_dragR_start) * glm::vec2(-1, -1);
canvas->m_cam_rot = canvas->m_pan * 0.003f;
break;
case kEventType::MouseScroll:
m_zoom_canvas += me->m_scroll_delta * 0.1f;
canvas->m_cam_fov -= me->m_scroll_delta * 20.1f;
break;
case kEventType::MouseCancel:
m_draggingR = false;
node->mouse_release();
break;
default:
break;
}
}
void CanvasModeBasicCamera::on_GestureEvent(GestureEvent* ge)
{
switch (ge->m_type)
{
case kEventType::GestureStart:
m_pan_start = canvas->m_pan;
m_zoom_start = m_zoom_canvas;
m_camera_fov = canvas->m_cam_fov;
break;
case kEventType::GestureMove:
canvas->m_pan = m_pan_start + ge->m_pos_delta * glm::vec2(-1, -1) * 0.3f;
canvas->m_cam_fov = m_camera_fov - ge->m_distance_delta * .05f;
canvas->m_cam_rot = canvas->m_pan * 0.003f;
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModePen::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownL:
canvas->stroke_start(loc, 1.f, node->m_brush);
m_dragging = true;
node->mouse_capture();
break;
case kEventType::MouseUpL:
canvas->stroke_end();
m_dragging = false;
node->mouse_release();
break;
case kEventType::MouseMove:
if (m_dragging)
canvas->stroke_update(loc, 1.f);
break;
case kEventType::MouseCancel:
canvas->stroke_end();
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownL:
node->mouse_capture();
m_dragging = true;
m_drag_start = loc;
m_drag_pos = loc;
break;
case kEventType::MouseUpL:
node->mouse_release();
if (m_dragging)
{
canvas->stroke_start(m_drag_start, 1.f, node->m_brush);
canvas->stroke_update(m_drag_pos, 1.f);
canvas->stroke_end();
}
m_dragging = false;
break;
case kEventType::MouseMove:
if (m_dragging)
m_drag_pos = loc;
break;
case kEventType::MouseCancel:
node->mouse_release();
m_dragging = false;
break;
default:
break;
}
}
void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (m_dragging)
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, ortho);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, node->m_brush.m_tip_color);
static glm::vec4 AB[2];
AB[0] = { m_drag_start, 0, 1 };
AB[1] = { m_drag_pos, 0, 1 };
AB[0].y = canvas->m_box.w - AB[0].y - 1; // invert Y
AB[1].y = canvas->m_box.w - AB[1].y - 1; // invert Y
m_line.update_vertices(AB);
m_line.draw_stroke();
}
}
void CanvasModeLine::init()
{
m_line.create();
}
////////////////////////////////////////////////////////////////////
void CanvasModeCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownR:
canvas->m_cam_pos = { 0, 0, 0 };
break;
case kEventType::MouseDownL:
m_dragging = true;
m_drag_start = me->m_pos;
m_pos_start = canvas->m_cam_pos.xy;
node->mouse_capture();
break;
case kEventType::MouseUpL:
m_dragging = false;
node->mouse_release();
canvas->m_cam_pos = { 0, 0, 0 };
break;
case kEventType::MouseMove:
if (m_dragging)
canvas->m_cam_pos.xy = m_pos_start + (me->m_pos - m_drag_start) * glm::vec2(1, -1) * 0.001f;
break;
case kEventType::MouseCancel:
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////
void CanvasModeGrid::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownL:
{
node->mouse_capture();
glm::vec3 ro, rd, hit_o, hit_d;
if (canvas->point_trace(loc, ro, rd, hit_o, hit_d, m_plane_id))
{
m_lines.push_back({ hit_o, hit_d });
origin = hit_o;
dir = hit_d;
m_dragging = true;
}
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
//commit();
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
if (m_dragging && canvas->point_trace_plane(loc, ro, rd, hit_o, hit_d, m_plane_id))
{
m_lines.back() = { hit_o, hit_d };
origin = hit_o;
dir = hit_d;
m_dragging = true;
}
break;
}
case kEventType::MouseCancel:
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
void CanvasModeGrid::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
//if (m_dragging)
for (auto l : m_lines)
{
auto origin = l.o;
auto dir = l.d;
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
static glm::vec4 AB[2];
AB[0] = {origin - dir * 10.f, 1};
AB[1] = {origin + dir * 10.f, 1 };
m_line.update_vertices(AB);
m_line.draw_stroke();
}
}
void CanvasModeGrid::init()
{
m_line.create();
}
void CanvasModeGrid::commit()
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj){
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, {1, 0, 0, 1});
static glm::vec4 AB[2];
AB[0] = {origin - dir * 10.f, 1};
AB[1] = {origin + dir * 10.f, 1 };
m_line.update_vertices(AB);
m_line.draw_stroke();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
}
void CanvasModeGrid::clear()
{
m_lines.clear();
}
////////////////////////////////////////////////////////////////////
void CanvasModeFill::init()
{
m_shape.create();
}
void CanvasModeFill::leave()
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { node->m_brush.m_tip_color.rgb(), node->m_brush.m_tip_opacity });
m_shape.draw_fill();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
m_points.clear();
}
void CanvasModeFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
switch (me->m_type)
{
case kEventType::MouseDownR:
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { node->m_brush.m_tip_color.rgb(), node->m_brush.m_tip_opacity });
m_shape.draw_fill();
};
canvas->draw_objects(std::bind(drawer, std::placeholders::_1, std::placeholders::_2));
m_points.clear();
break;
}
case kEventType::MouseDownL:
{
node->mouse_capture();
m_dragging = true;
glm::vec3 ro, rd, hit_o, hit_d;
int plane_id;
if (canvas->point_trace(loc, ro, rd, hit_o, hit_d, plane_id))
{
ui::Shape::vertex_t v;
v.pos = glm::vec4(hit_o, 1);
v.uvs = glm::vec2(0);
if (m_points.size() < 3)
{
m_points.push_back(v);
}
else
{
auto last = m_points.back();
m_points.push_back(m_points[0]);
m_points.push_back(last);
m_points.push_back(v);
}
m_shape.update_vertices(m_points.data(), m_points.size());
}
break;
}
case kEventType::MouseUpL:
node->mouse_release();
m_dragging = false;
break;
case kEventType::MouseMove:
{
glm::vec3 ro, rd, hit_o, hit_d;
int plane_id;
if (m_dragging && canvas->point_trace(loc, ro, rd, hit_o, hit_d, plane_id))
{
ui::Shape::vertex_t v;
v.pos = glm::vec4(hit_o, 1);
v.uvs = glm::vec2(0);
m_points.back() = v;
m_shape.update_vertices(m_points.data(), m_points.size());
}
break;
}
case kEventType::MouseCancel:
m_dragging = false;
node->mouse_release();
break;
default:
break;
}
}
void CanvasModeFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
if (!m_points.empty())
{
ui::ShaderManager::use(ui::kShader::Color);
ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP, proj * camera);
ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, { node->m_brush.m_tip_color.rgb(), node->m_brush.m_tip_opacity });
m_shape.draw_fill();
}
}