657 lines
26 KiB
C++
657 lines
26 KiB
C++
#include "pch.h"
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#include "app.h"
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#include "log.h"
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#include "node_canvas.h"
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#include "node_image_texture.h"
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#include "settings.h"
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Node* NodeCanvas::clone_instantiate() const
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{
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return new NodeCanvas();
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}
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void NodeCanvas::init()
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{
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m_density = Settings::value_or<Serializer::Float>("vp-scale", 1.f);
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m_mouse_ignore = false;
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m_canvas = std::make_unique<Canvas>();
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m_canvas->create(CANVAS_RES, CANVAS_RES);
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m_canvas->m_unsaved = false;
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m_canvas->m_node = this;
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m_sampler.create();
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//m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
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m_sampler_nearest.create(GL_NEAREST);
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m_sampler_linear.create(GL_LINEAR);
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m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
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m_face_plane.create<1>(2, 2);
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m_line.create();
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CanvasMode::node = this;
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for (int i = 0; i < (int)kCanvasMode::COUNT; i++)
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for (auto m : Canvas::modes[i])
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m->init();
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m_grid.create(1, 1, m_grid_divs);
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}
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void NodeCanvas::restore_context()
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{
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Node::restore_context();
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m_canvas->create(CANVAS_RES, CANVAS_RES);
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m_sampler.create();
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m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
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m_face_plane.create<1>(2, 2);
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m_canvas->snapshot_restore();
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CanvasMode::node = this;
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for (int i = 0; i < (int)kCanvasMode::COUNT; i++)
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for (auto m : Canvas::modes[i])
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m->init();
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}
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void NodeCanvas::clear_context()
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{
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Node::clear_context();
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m_canvas->snapshot_save();
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m_canvas->clear_context();
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// TODO: clear CanvasMode objects
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}
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void NodeCanvas::draw()
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{
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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auto blend = glIsEnabled(GL_BLEND);
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auto depth = glIsEnabled(GL_DEPTH_TEST);
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auto scissor = glIsEnabled(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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float zoom = root()->m_zoom;
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auto box = m_clip * zoom;
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glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
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//m_canvas->m_cam_rot = m_pan * 0.003f;
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glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
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glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.001f, 1000.f);
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glm::mat4 camera = glm::translate(m_canvas->m_cam_pos) * m_canvas->m_cam_rot;
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m_canvas->m_mv = camera;
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m_canvas->m_proj = proj;
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m_canvas->m_box = box;
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m_canvas->m_vp = c;
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float pitch = 0;
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if (auto slider = root()->find<NodeSliderH>("pitch-slider"))
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pitch = (slider->get_value() - 0.5) * glm::half_pi<float>();
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float yaw = 0;
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if (auto slider = root()->find<NodeSliderH>("yaw-slider"))
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yaw = (slider->get_value() - 0.5) * glm::half_pi<float>();
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float roll = 0;
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if (auto slider = root()->find<NodeSliderH>("roll-slider"))
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roll = (slider->get_value() - 0.5) * glm::half_pi<float>();
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// pre computed helpers
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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//glm::mat4 plane_camera = glm::lookAt(m_canvas->m_plane_origin[plane_index], m_canvas->m_plane_normal[plane_index], m_canvas->m_plane_tangent[plane_index]);
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m_canvas->m_plane_unproject[plane_index] = glm::inverse(m_canvas->m_proj * m_canvas->m_mv * m_canvas->m_plane_transform[plane_index]);
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m_canvas->m_plane_dir[plane_index] = -(m_canvas->m_plane_transform[plane_index] * glm::vec4(m_canvas->m_plane_origin[plane_index], 1));
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// face is the 2d shape of the cube plane i projected onto the window space
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m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index);
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}
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if (m_density != 1.f)
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{
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m_rtt.bindFramebuffer();
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glClearColor(1, 1, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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}
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else
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{
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
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}
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// NOTE: draw_merge has been disabled for worst performance
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bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera);
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draw_merged = false;
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if (draw_merged)
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{
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glDisable(GL_BLEND);
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// draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_layers.size() + 500)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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int z = 1;
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auto plane_mvp_z = proj * camera *
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//glm::scale(glm::vec3(z + 1)) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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m_sampler.bind(0);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers_merge.m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_layers_merge.m_rtt[plane_index].unbindTexture();
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}
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}
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else
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{
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// check if any layer use blend, otherwise draw directly on main framebuffer
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bool use_blend = false;
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for (size_t i = 0; i < m_canvas->m_layers.size(); i++)
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{
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use_blend |= m_canvas->m_layers[i]->m_blend_mode != 0;
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}
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if (Canvas::I->m_current_stroke)
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use_blend |= Canvas::I->m_current_stroke->m_brush->m_blend_mode != 0;
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if (use_blend)
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{
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m_cache_rtt.bindFramebuffer();
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m_cache_rtt.clear({ 1, 1, 1, 0 });
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}
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else
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{
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// draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_layers.size() + 500)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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}
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// if not using shader blend, use gl rasterizer blend
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use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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const auto& b = m_canvas->m_current_stroke->m_brush;
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for (size_t i = 0; i < m_canvas->m_layers.size(); i++)
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{
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auto layer_index = i;
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
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(!m_canvas->m_layers[layer_index]->m_visible ||
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m_canvas->m_layers[layer_index]->m_opacity == .0f ||
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!m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
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continue;
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if (use_blend)
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{
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m_blender_rtt.bindFramebuffer();
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m_blender_rtt.clear();
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}
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int z = (int)(m_canvas->m_layers.size() - i);
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(z + 1)) *
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glm::eulerAngleYXZ(yaw, pitch, roll) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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if (m_canvas->m_current_stroke && m_canvas->m_current_mode == kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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m_sampler.bind(3);
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m_sampler_stencil.bind(4);
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_dual_enabled)
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m_canvas->m_tmp_dual[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE4);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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glBindTexture(GL_TEXTURE_2D, 0);
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_dual_enabled)
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m_canvas->m_tmp_dual[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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else
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{
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m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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if (use_blend)
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{
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m_blender_rtt.unbindFramebuffer();
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}
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// draw the blended
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if (use_blend)
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{
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m_sampler.bind(0);
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m_sampler.bind(2);
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ShaderManager::use(kShader::TextureBlend);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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if (!ShaderManager::ext_framebuffer_fetch)
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
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glActiveTexture(GL_TEXTURE0);
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m_blender_rtt.bindTexture();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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m_blender_bg.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
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m_blender_bg.size().x, m_blender_bg.size().y);
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}
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m_face_plane.draw_fill();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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m_blender_bg.unbind();
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}
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glActiveTexture(GL_TEXTURE0);
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m_blender_rtt.unbindTexture();
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}
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#ifdef _DEBUG
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// draw dirty area
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{
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auto bb = m_canvas->m_layers[layer_index]->m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index]->w;
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glm::vec2 bbmin = xy(bb);
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glm::vec2 bbsz = zw(bb) - xy(bb);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
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* glm::translate(glm::vec3(bbmin * 2.f, 0))
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* glm::translate(glm::vec3(-1, -1, 0))
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* glm::scale(glm::vec3(bbsz, 1))
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* glm::translate(glm::vec3(1, 1, 0))
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);
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m_face_plane.draw_stroke();
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}
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#endif
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}
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}
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if (use_blend)
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{
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m_cache_rtt.unbindFramebuffer();
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}
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// draw the grid behind the layers using a temporary copy
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if (use_blend)
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{
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glEnable(GL_BLEND);
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//draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_layers.size() + 500.f)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1.f));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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// draw the layers
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m_sampler.bind(0);
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glActiveTexture(GL_TEXTURE0);
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|
m_cache_rtt.bindTexture();
|
|
ShaderManager::use(kShader::Texture);
|
|
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
|
|
m_face_plane.draw_fill();
|
|
m_cache_rtt.unbindTexture();
|
|
}
|
|
}
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
|
|
{
|
|
if (m_canvas->m_smask_mode == 1)
|
|
m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
|
|
else if (m_canvas->m_smask_mode == 2)
|
|
m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
|
|
}
|
|
|
|
if (m_canvas->m_smask_active)
|
|
{
|
|
ShaderManager::use(kShader::TextureMask);
|
|
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_BLEND);
|
|
|
|
//draw the cube faces
|
|
for (int plane_index = 0; plane_index < 6; plane_index++)
|
|
{
|
|
auto plane_mvp = proj * camera *
|
|
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500.f)) *
|
|
m_canvas->m_plane_transform[plane_index] *
|
|
glm::translate(glm::vec3(0, 0, -1.f));
|
|
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
|
|
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
|
|
m_face_plane.draw_fill();
|
|
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// keep drawing the grids
|
|
if (m_canvas->m_current_mode != kCanvasMode::Grid)
|
|
for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid])
|
|
mode->on_Draw(ortho_proj, proj, camera);
|
|
|
|
App::I->grid->draw_heightmap(proj, camera, false);
|
|
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_Draw(ortho_proj, proj, camera);
|
|
|
|
if (m_density != 1.f)
|
|
{
|
|
m_rtt.unbindFramebuffer();
|
|
|
|
glClearColor(1, 1, 1, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
|
|
|
|
// draw the canvas
|
|
m_sampler_nearest.bind(0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
m_rtt.bindTexture();
|
|
ShaderManager::use(kShader::Texture);
|
|
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
|
|
m_face_plane.draw_fill();
|
|
m_rtt.unbindTexture();
|
|
}
|
|
|
|
scissor ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
|
|
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
|
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, float zoom)
|
|
{
|
|
if (new_size.x != m_canvas->m_width || new_size.y != m_canvas->m_height)
|
|
{
|
|
new_size = new_size * m_density;
|
|
create_buffers();
|
|
}
|
|
}
|
|
|
|
kEventResult NodeCanvas::handle_event(Event* e)
|
|
{
|
|
static bool stylus_eraser = false;
|
|
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::MouseMove:
|
|
if (stylus_eraser != me->m_eraser)
|
|
{
|
|
Canvas::set_mode(me->m_eraser ?
|
|
kCanvasMode::Erase :
|
|
kCanvasMode::Draw);
|
|
stylus_eraser = me->m_eraser;
|
|
}
|
|
case kEventType::MouseScroll:
|
|
case kEventType::MouseDownL:
|
|
case kEventType::MouseUpL:
|
|
case kEventType::MouseDownR:
|
|
case kEventType::MouseUpR:
|
|
case kEventType::MouseCancel:
|
|
m_canvas->m_cur_pos = loc;
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_MouseEvent(me, loc);
|
|
break;
|
|
case kEventType::MouseUnfocus:
|
|
(*m_canvas->m_mode)[0]->m_draw_tip = false;
|
|
App::I->show_cursor();
|
|
break;
|
|
case kEventType::MouseFocus:
|
|
(*m_canvas->m_mode)[0]->hide_curor &&
|
|
!App::I->keys[(int)kKey::KeyAlt] ?
|
|
App::I->hide_cursor() : App::I->show_cursor();
|
|
break;
|
|
case kEventType::KeyDown:
|
|
if (ke->m_key == kKey::KeyE)
|
|
Canvas::set_mode(kCanvasMode::Erase);
|
|
if (ke->m_key == kKey::AndroidBack)
|
|
if (!ActionManager::empty())
|
|
ActionManager::undo();
|
|
if (ke->m_key == kKey::KeyAlt && m_mouse_focus)
|
|
App::I->show_cursor();
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_KeyEvent(ke);
|
|
break;
|
|
case kEventType::KeyUp:
|
|
if (ke->m_key == kKey::KeyAlt && m_mouse_focus)
|
|
(*m_canvas->m_mode)[0]->hide_curor ?
|
|
App::I->hide_cursor() : App::I->show_cursor();
|
|
if (ke->m_key == kKey::KeyE)
|
|
Canvas::set_mode(kCanvasMode::Draw);
|
|
if (ke->m_key == kKey::KeyTab)
|
|
App::I->toggle_ui();
|
|
if (ke->m_key == kKey::KeyZ && App::I->keys[(int)kKey::KeyCtrl])
|
|
App::I->keys[(int)kKey::KeyShift] ? ActionManager::redo() : ActionManager::undo();
|
|
if (ke->m_key == kKey::KeyS && App::I->keys[(int)kKey::KeyCtrl] && !App::I->keys[(int)kKey::KeyShift])
|
|
{
|
|
if (Canvas::I->m_newdoc)
|
|
{
|
|
App::I->dialog_save();
|
|
}
|
|
else if (Canvas::I->m_unsaved)
|
|
{
|
|
Canvas::I->project_save();
|
|
}
|
|
}
|
|
if (ke->m_key == kKey::KeyS && App::I->keys[(int)kKey::KeyCtrl] && App::I->keys[(int)kKey::KeyShift])
|
|
{
|
|
if (Canvas::I->m_newdoc)
|
|
{
|
|
App::I->dialog_save();
|
|
}
|
|
else if (Canvas::I->m_unsaved)
|
|
{
|
|
App::I->dialog_save_ver();
|
|
}
|
|
}
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_KeyEvent(ke);
|
|
break;
|
|
case kEventType::GestureStart:
|
|
mouse_capture();
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_GestureEvent(ge);
|
|
break;
|
|
case kEventType::GestureMove:
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_GestureEvent(ge);
|
|
break;
|
|
case kEventType::GestureEnd:
|
|
mouse_release();
|
|
for (auto& mode : *m_canvas->m_mode)
|
|
mode->on_GestureEvent(ge);
|
|
break;
|
|
default:
|
|
return kEventResult::Available;
|
|
break;
|
|
}
|
|
return kEventResult::Consumed;
|
|
}
|
|
|
|
void NodeCanvas::reset_camera()
|
|
{
|
|
m_canvas->m_cam_rot = glm::mat4(1);
|
|
m_canvas->m_cam_pos = {0, 0, 0};
|
|
m_canvas->m_cam_fov = 85;
|
|
m_canvas->m_pan = {0, 0};
|
|
}
|
|
|
|
void NodeCanvas::create_buffers()
|
|
{
|
|
auto new_size = GetSize() * m_density;
|
|
LOG("NodeCanvas::create_buffers size: %d x %d density %f", (int)new_size.x, (int)new_size.y, m_density);
|
|
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
|
|
(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA8);
|
|
m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
|
|
m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
|
|
m_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8, true);
|
|
m_blender_bg.create((int)new_size.x, (int)new_size.y, GL_RGBA8);
|
|
if (auto img = root()->find<NodeImageTexture>("tex-debug"))
|
|
img->tex.assign(m_canvas->m_mixer.getTextureID());
|
|
}
|
|
|
|
void NodeCanvas::set_density(float d)
|
|
{
|
|
m_density = d;
|
|
create_buffers();
|
|
}
|
|
|
|
void NodeCanvas::on_tick(float dt)
|
|
{
|
|
m_outline_pan = glm::fract(m_outline_pan + dt * 0.01f);
|
|
}
|
|
|
|
void NodeCanvas::destroy()
|
|
{
|
|
m_blender_rtt.destroy();
|
|
m_cache_rtt.destroy();
|
|
m_rtt.destroy();
|
|
m_blender_bg.destroy();
|
|
m_face_plane.destroy();
|
|
m_line.destroy();
|
|
m_grid.destroy();
|
|
Node::destroy();
|
|
}
|