Files
panopainter/src/legacy_canvas_mode_transform.cpp

568 lines
20 KiB
C++

#include "pch.h"
#include "canvas_modes.h"
#include "app.h"
#include "canvas.h"
#include "legacy_canvas_mode_helpers.h"
#include "legacy_canvas_draw_merge_services.h"
#include "legacy_canvas_stroke_composite_services.h"
#include "legacy_ui_overlay_services.h"
#include "renderer_gl/opengl_capabilities.h"
using pp::legacy_canvas_mode::apply_canvas_mode_capability;
using pp::legacy_canvas_mode::apply_canvas_mode_viewport;
using pp::legacy_canvas_mode::query_canvas_mode_capability;
using pp::legacy_canvas_mode::set_canvas_mode_active_texture_unit;
void CanvasModeTransform::init()
{
m_sphere.create(1.f, glm::radians(-10.f), glm::radians(10.f), glm::radians(-10.f), glm::radians(10.f), 1.f);
m_circle.create<16>(1.f);
for (int i = 0; i < 6; i++)
{
m_shape[i].create();
m_points_face[i].clear();
}
m_xform = glm::mat4(1);
m_xform_local = glm::mat4(1);
}
void CanvasModeTransform::enter(kCanvasMode prev)
{
m_commit_on_leave = false;
for (int i = 0; i < 6; i++)
{
m_shape[i].clear();
m_points_face[i].clear();
}
if (m_action == ActionType::Import)
{
float aspect = 1.f;
if (m_source_image.data())
{
m_tex[0].create(m_source_image);
aspect = (float)m_source_image.width / (float)m_source_image.height;
}
auto center = zw(Canvas::I->m_box) * 0.5f;
glm::vec2 bb_sz = glm::vec2(aspect, 1.f) * 100.f * App::I->zoom;
glm::vec2 bb_min = center - bb_sz * 0.5f;
glm::vec2 bb_max = center + bb_sz * 0.5f;
glm::vec2 midpoint = (bb_min + bb_max) * 0.5f;
auto cam_up = glm::inverse(Canvas::I->m_mv) * glm::vec4(0, 1, 0, 1);
auto center_mat = glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(midpoint), xyz(cam_up));
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(midpoint), xyz(cam_up)));
m_xform_local = glm::mat4(1);
corners.clear();
corners.emplace_back(bb_min, 0); // A
corners.emplace_back(bb_max, 0); // C
corners.emplace_back(bb_max.x, bb_min.y, 0); // B
corners.emplace_back(bb_min.x, bb_max.y, 0); // D
corners.emplace_back(midpoint, 0);
corners.emplace_back(midpoint + (bb_max - bb_min) * glm::vec2(0.75f, 0), 0);
for (auto& c : corners)
c = center_mat * glm::vec4(Canvas::I->point_trace(c), 1);
m_points_face[0] = std::vector<vertex_t>({
vertex_t(corners[0], { 0, 0 }),
vertex_t(corners[2], { 1, 0 }),
vertex_t(corners[1], { 1, 1 }),
vertex_t(corners[3], { 0, 1 }),
});
auto shape3d = triangulate(m_points_face[0]);
m_shape[0].update_vertices(shape3d.data(), (int)shape3d.size());
m_commit_on_leave = true;
return;
}
// avoid recursive loop, store the last different mode not using Transform
static kCanvasMode last_prev = kCanvasMode::Draw;
if (prev != kCanvasMode::Copy && prev != kCanvasMode::Cut && prev != kCanvasMode::Import)
last_prev = prev;
if (prev != kCanvasMode::MaskFree && prev != kCanvasMode::MaskLine)
{
Canvas::set_mode(last_prev);
return;
}
auto m = static_cast<CanvasModeMaskBase*>(Canvas::I->modes[(int)prev][0]);
if (m->m_points2d.size() < 3)
{
Canvas::set_mode(last_prev);
return;
}
Canvas::I->m_smask_active = false;
auto points = m->m_points2d;
Canvas::I->push_camera();
Canvas::I->set_camera(m->m_selection_cam);
glm::vec2 bb_min(FLT_MAX);
glm::vec2 bb_max(-FLT_MAX);
for (auto p2d : points)
{
bb_min = glm::min(bb_min, p2d);
bb_max = glm::max(bb_max, p2d);
}
glm::vec2 midpoint = (bb_min + bb_max) * 0.5f;
auto cam_up = glm::inverse(Canvas::I->m_mv) * glm::vec4(0, 1, 0, 1);
auto center_mat = glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(midpoint), xyz(cam_up));
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(midpoint), xyz(cam_up)));
m_xform_local = glm::mat4(1);
corners.clear();
corners.emplace_back(bb_min, 0);
corners.emplace_back(bb_max, 0);
corners.emplace_back(bb_max.x, bb_min.y, 0);
corners.emplace_back(bb_min.x, bb_max.y, 0);
corners.emplace_back(midpoint, 0);
corners.emplace_back(midpoint + (bb_max-bb_min) * glm::vec2(0.75f, 0), 0);
for (auto& c : corners)
c = center_mat * glm::vec4(Canvas::I->point_trace(c), 1);
for (int plane = 0; plane < 6; plane++)
{
auto face = Canvas::I->face_to_shape2D(plane);
auto shape2d = poly_intersect(points, face);
if (shape2d.size() < 3 || face.empty())
{
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
m_points_face[plane].reserve(shape2d.size());
glm::vec2 bb_min(Canvas::I->m_size);
glm::vec2 bb_max(0, 0);
for (auto p2d : shape2d)
{
p2d.y = Canvas::I->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(Canvas::I->m_box)) * 2.f - 1.f);
auto p3d_plane = Canvas::I->m_plane_unproject[plane] * glm::vec4(p2d_clip, 0, 1);
if (p3d_plane.w < 0)
continue;
auto p3d_norm = -p3d_plane / p3d_plane.z;
auto p2d_plane = xy(p3d_norm);
auto p2d_plane_raster = (p2d_plane * 0.5f + 0.5f) * Canvas::I->m_size;
auto p3d_world = Canvas::I->m_plane_transform[plane] * glm::vec4(p2d_plane, -1, 1);
bb_min = glm::min(bb_min, p2d_plane_raster);
bb_max = glm::max(bb_max, p2d_plane_raster);
//glm::vec3 pt_o, pt_d;
//Canvas::I->point_unproject(p2d, pt_o, pt_d);
vertex_t v;
v.pos = glm::vec4(xyz(p3d_world), 1);
v.uvs = p2d_plane_raster;
m_points_face[plane].push_back(v);
}
if (m_points_face[plane].size() < 3)
{
m_shape[plane].clear();
m_points_face[plane].clear();
continue;
}
auto bb_sz = bb_max - bb_min;
for (auto& v : m_points_face[plane])
{
v.uvs2 = v.uvs / Canvas::I->m_size;
v.uvs = (v.uvs - bb_min) / bb_sz;
v.pos = center_mat * v.pos;
}
auto shape3d = triangulate(m_points_face[plane]);
App::I->render_task([&]
{
m_shape[plane].update_vertices(shape3d.data(), (int)shape3d.size());
Canvas::I->m_layers[Canvas::I->m_current_layer_idx]->rtt(plane).bindFramebuffer();
m_tex[plane].create(bb_sz.x, bb_sz.y);
m_tex[plane].bind();
copy_framebuffer_to_texture_2d(
0,
0,
static_cast<int>(bb_min.x),
static_cast<int>(bb_min.y),
static_cast<int>(bb_sz.x),
static_cast<int>(bb_sz.y));
m_tex[plane].unbind();
Canvas::I->m_layers[Canvas::I->m_current_layer_idx]->rtt(plane).unbindFramebuffer();
});
m_commit_on_leave = true;
}
if (m_action == ActionType::Cut)
{
auto& layer = Canvas::I->m_layers[Canvas::I->m_current_layer_idx];
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
auto action = new ActionStroke;
action->was_saved = !Canvas::I->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), Canvas::I->m_plane_origin[i], Canvas::I->m_plane_tangent[i]);
auto mvp = proj * plane_camera * m_xform * m_xform_local;
glm::vec2 bb_min(Canvas::I->m_size);
glm::vec2 bb_max(0, 0);
for (int j = 0; j < 6; j++)
{
for (auto p : m_points_face[j])
{
auto p_clip = mvp * p.pos;
auto p_norm = p_clip / p_clip.w;
if (p_clip.w < 0 || glm::any(glm::greaterThan(glm::abs(xy(p_norm)), { 1, 1 })))
continue;
auto p_raster = (xy(p_norm) * 0.5f + 0.5f) * Canvas::I->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(Canvas::I->m_size, glm::max(bb_max, p_raster));
}
}
glm::vec2 pad(2);
bb_min = glm::max({ 0, 0 }, glm::floor(bb_min) - pad);
bb_max = glm::min(Canvas::I->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (bb_sz.x <= 0.f || bb_sz.y <= 0.f)
continue;
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
action->m_box[i] = { bb_min, bb_max };
action->m_old_box[i] = layer->box(i);
action->m_old_dirty[i] = layer->face(i);
layer->face(i) = true;
layer->box(i) = {
glm::min(xy(layer->box(i)), bb_min),
glm::max(zw(layer->box(i)), bb_max),
};
App::I->render_task([&]
{
apply_canvas_mode_viewport(0, 0, layer->w, layer->h);
apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
set_canvas_mode_active_texture_unit(0);
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 0 },
.mvp = mvp,
});
layer->rtt(i).bindFramebuffer();
// copy framebuffer to action data
layer->rtt(i).readPixelsRgba8(
static_cast<int>(bb_min.x),
static_cast<int>(bb_min.y),
static_cast<int>(bb_sz.x),
static_cast<int>(bb_sz.y),
action->m_image[i].get());
for (int j = 0; j < 6; j++)
m_shape[j].draw_fill();
layer->rtt(i).unbindFramebuffer();
});
}
action->m_layer_idx = Canvas::I->m_current_layer_idx;
action->m_frame_idx = Canvas::I->layer().m_frame_index;
action->m_canvas = Canvas::I;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
m_source_image.destroy();
}
Canvas::I->pop_camera();
}
void CanvasModeTransform::leave(kCanvasMode next)
{
if (!m_commit_on_leave)
return;
auto& layer = Canvas::I->m_layers[Canvas::I->m_current_layer_idx];
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
auto action = new ActionStroke;
action->was_saved = !Canvas::I->m_unsaved;
for (int i = 0; i < 6; i++)
{
auto plane_camera = glm::lookAt(glm::vec3(0), Canvas::I->m_plane_origin[i], Canvas::I->m_plane_tangent[i]);
auto mv = plane_camera * m_xform * m_xform_local;
auto mvp = proj * mv;
std::vector<glm::vec2> poly2d;
static std::vector<glm::vec2> face_corners{ {1,1}, {-1,1}, {-1,-1}, {1,-1} };
for (int j = 0; j < 6; j++)
{
std::vector<glm::vec3> poly_cam;
poly_cam.reserve(m_points_face[j].size());
for (auto p : m_points_face[j])
poly_cam.push_back(mv * p.pos);
auto poly_clipped = poly_clip_near(poly_cam, 0.01f);
for (auto p : poly_clipped)
{
auto p_clip = proj * glm::vec4(p, 1);
if (p_clip.w < 0)
continue;
auto p_norm = p_clip / p_clip.w;
poly2d.push_back(p_norm);
}
}
auto clipped = poly_intersect(poly2d, face_corners);
glm::vec2 bb_min(Canvas::I->m_size);
glm::vec2 bb_max(0, 0);
for (auto p_norm : clipped)
{
auto p_raster = (p_norm * 0.5f + 0.5f) * Canvas::I->m_size;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p_raster));
bb_max = glm::min(Canvas::I->m_size, glm::max(bb_max, p_raster));
}
glm::vec2 pad(2);
bb_min = glm::max({ 0, 0 }, glm::floor(bb_min) - pad);
bb_max = glm::min(Canvas::I->m_size, glm::ceil(bb_max) + pad);
auto bb_sz = bb_max - bb_min;
if (clipped.empty() || bb_sz.x <= 0.f || bb_sz.y <= 0.f)
continue;
action->m_image[i] = std::make_unique<uint8_t[]>(bb_sz.x * bb_sz.y * 4);
action->m_box[i] = { bb_min, bb_max };
action->m_old_box[i] = layer->box(i);
action->m_old_dirty[i] = layer->face(i);
layer->face(i) = true;
layer->box(i) = {
glm::min(xy(layer->box(i)), bb_min),
glm::max(zw(layer->box(i)), bb_max),
};
App::I->render_task([&]
{
layer->rtt(i).bindFramebuffer();
apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
set_canvas_mode_active_texture_unit(0);
apply_canvas_mode_viewport(0, 0, layer->rtt(i).getWidth(), layer->rtt(i).getHeight());
// save fb content for history
layer->rtt(i).readPixelsRgba8(
static_cast<int>(bb_min.x),
static_cast<int>(bb_min.y),
static_cast<int>(bb_sz.x),
static_cast<int>(bb_sz.y),
action->m_image[i].get());
// copy fb content to texture for blending
set_canvas_mode_active_texture_unit(0);
Canvas::I->m_tex2[i].bind();
copy_framebuffer_to_texture_2d(
static_cast<int>(bb_min.x),
static_cast<int>(bb_min.y),
static_cast<int>(bb_min.x),
static_cast<int>(bb_min.y),
static_cast<int>(bb_sz.x),
static_cast<int>(bb_sz.y));
// slot for m_tex
set_canvas_mode_active_texture_unit(1);
for (int j = 0; j < 6; j++)
{
pp::panopainter::setup_legacy_stroke_composite_shader(
pp::panopainter::LegacyStrokeCompositeUniforms {
.resolution = Canvas::I->m_size,
.mvp = mvp,
.texture_slot = 0,
.stroke_texture_slot = 1,
.layer_alpha = 1.0f,
.alpha_lock = false,
.mask_enabled = false,
.use_fragcoord = true,
.blend_mode = 0,
.use_dual = false,
.use_pattern = false,
});
Canvas::I->m_sampler_linear.bind(1);
Canvas::I->m_sampler_linear.bind(0);
m_tex[j].bind();
m_shape[j].draw_fill();
m_tex[j].unbind();
}
layer->rtt(i).unbindFramebuffer();
});
}
action->m_layer_idx = Canvas::I->m_current_layer_idx;
action->m_canvas = Canvas::I;
action->m_frame_idx = Canvas::I->layer().m_frame_index;
//action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
layer->optimize();
//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]);
//m->clear();
}
void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
{
const bool depth = query_canvas_mode_capability(pp::renderer::gl::depth_test_state());
apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
for (int i = 0; i < 6; i++)
{
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 1, 1, .1 },
.mvp = proj * camera * m_xform * m_xform_local,
});
m_shape[i].draw_fill();
pp::panopainter::setup_legacy_canvas_draw_merge_texture_shader({
.mvp = proj * camera * m_xform * m_xform_local,
.texture_slot = 0,
});
set_canvas_mode_active_texture_unit(0);
m_tex[i].bind();
Canvas::I->m_sampler_linear.bind(0);
m_shape[i].draw_fill();
m_tex[i].unbind();
}
auto m2d = Canvas::I->m_proj * Canvas::I->m_mv * m_xform * m_xform_local;
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
if (c.w < 0)
continue;
auto c3d = c / c.w;
auto c2d = (xy(c3d) * 0.5f + 0.5f) * zw(Canvas::I->m_box);
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 1, 1, 1, i == corner_hl ? 1.f : .1f },
.mvp = ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I->zoom),
});
m_circle.draw_fill();
// draw black border
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 1 },
.mvp = ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I->zoom),
});
m_circle.draw_stroke();
}
if (depth) apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), true);
}
void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
{
auto m2d = glm::scale(glm::vec3(1, -1, 1)) * Canvas::I->m_proj *
Canvas::I->m_mv * m_xform * m_xform_local;
switch (me->m_type)
{
case kEventType::MouseDownR:
{
}
break;
case kEventType::MouseUpL:
m_dragging = false;
corner_hl = -1;
break;
case kEventType::MouseDownL:
corner_hl = -1;
corners2d.resize(corners.size());
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
corners2d[i] = ((xy(c) / c.z) * 0.5f + 0.5f) * zw(Canvas::I->m_box);
float d = glm::distance(corners2d[i], loc);
if (d < 20.f * App::I->zoom)
corner_hl = i;
}
if (corner_hl != -1)
{
m_dragging = true;
m_drag_start = loc;
m_drag_xform = m_xform;
m_drag_xform_local = m_xform_local;
m_drag_corner = corner_hl;
m_drag_corners2d = corners2d;
if (m_drag_corner < 4)
{
m_drag_diag = glm::distance(corners2d[4], corners2d[m_drag_corner]);
}
}
break;
case kEventType::MouseMove:
{
corner_hl = -1;
corners2d.resize(corners.size());
for (int i = 0; i < corners.size(); i++)
{
auto c = m2d * glm::vec4(corners[i], 1);
corners2d[i] = ((xy(c) / c.z) * 0.5f + 0.5f) * zw(Canvas::I->m_box);
float d = glm::distance(corners2d[i], loc);
if (d < 20.f * App::I->zoom)
corner_hl = i;
}
if (m_dragging)
{
auto cam_up = glm::inverse(Canvas::I->m_mv) * glm::vec4(0, 1, 0, 1);
//auto diff = glm::radians(loc - m_drag_start) * 0.1f;
//auto m = glm::eulerAngleXY(-diff.y, -diff.x);
//m_xform = m * m_drag_xform;
if (m_drag_corner > -1 && m_drag_corner < 4)
{
auto diag = glm::distance(corners2d[4], loc);
auto scale = diag / m_drag_diag;
m_xform_local = m_drag_xform_local * glm::scale(glm::vec3(scale, scale, 1));
}
if (m_drag_corner == 4)
{
m_xform = glm::inverse(glm::lookAt({ 0, 0, 0 }, Canvas::I->point_trace(loc), xyz(cam_up)));
}
if (m_drag_corner == 5)
{
auto a = glm::normalize(m_drag_corners2d[m_drag_corner] - m_drag_corners2d[4]);
auto b = glm::normalize(loc - m_drag_corners2d[4]);
auto angle = glm::orientedAngle(a, b);
m_xform_local = m_drag_xform_local * glm::eulerAngleZ(-angle);
}
}
/*
{
auto p2d = loc;
//p2d.y = Canvas::I->m_box.w - p2d.y - 1;
auto p2d_clip = ((p2d / zw(Canvas::I->m_box)) * 2.f - 1.f) * glm::vec2(1, -1);
auto p3d_plane = Canvas::I->m_plane_unproject[0] * glm::vec4(p2d_clip, 0, 1);
auto p2d_plane = -p3d_plane / p3d_plane.z;
// auto p3d_world = Canvas::I->m_plane_transform[0] * glm::vec4(p2d_plane, -1, 1);
int x = 0;
LOG("pt %f %f %f %f", p2d_plane.x, p2d_plane.y, p2d_plane.z, p2d_plane.w);
}
*/
}
break;
default:
break;
}
}