Files
panopainter/src/node_canvas.cpp

657 lines
26 KiB
C++

#include "pch.h"
#include "app.h"
#include "log.h"
#include "node_canvas.h"
#include "node_image_texture.h"
#include "settings.h"
Node* NodeCanvas::clone_instantiate() const
{
return new NodeCanvas();
}
void NodeCanvas::init()
{
m_density = Settings::value_or<Serializer::Float>("vp-scale", 1.f);
m_mouse_ignore = false;
m_canvas = std::make_unique<Canvas>();
m_canvas->create(CANVAS_RES, CANVAS_RES);
m_canvas->m_unsaved = false;
m_canvas->m_node = this;
m_sampler.create();
//m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
m_sampler_nearest.create(GL_NEAREST);
m_sampler_linear.create(GL_LINEAR);
m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
m_face_plane.create<1>(2, 2);
m_line.create();
CanvasMode::node = this;
for (int i = 0; i < (int)kCanvasMode::COUNT; i++)
for (auto m : Canvas::modes[i])
m->init();
m_grid.create(1, 1, m_grid_divs);
}
void NodeCanvas::restore_context()
{
Node::restore_context();
m_canvas->create(CANVAS_RES, CANVAS_RES);
m_sampler.create();
m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
m_face_plane.create<1>(2, 2);
m_canvas->snapshot_restore();
CanvasMode::node = this;
for (int i = 0; i < (int)kCanvasMode::COUNT; i++)
for (auto m : Canvas::modes[i])
m->init();
}
void NodeCanvas::clear_context()
{
Node::clear_context();
m_canvas->snapshot_save();
m_canvas->clear_context();
// TODO: clear CanvasMode objects
}
void NodeCanvas::draw()
{
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
auto scissor = glIsEnabled(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
float zoom = root()->m_zoom;
auto box = m_clip * zoom;
glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
//m_canvas->m_cam_rot = m_pan * 0.003f;
glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.001f, 1000.f);
glm::mat4 camera = glm::translate(m_canvas->m_cam_pos) * m_canvas->m_cam_rot;
m_canvas->m_mv = camera;
m_canvas->m_proj = proj;
m_canvas->m_box = box;
m_canvas->m_vp = c;
float pitch = 0;
if (auto slider = root()->find<NodeSliderH>("pitch-slider"))
pitch = (slider->get_value() - 0.5) * glm::half_pi<float>();
float yaw = 0;
if (auto slider = root()->find<NodeSliderH>("yaw-slider"))
yaw = (slider->get_value() - 0.5) * glm::half_pi<float>();
float roll = 0;
if (auto slider = root()->find<NodeSliderH>("roll-slider"))
roll = (slider->get_value() - 0.5) * glm::half_pi<float>();
// pre computed helpers
for (int plane_index = 0; plane_index < 6; plane_index++)
{
//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]);
m_canvas->m_plane_unproject[plane_index] = glm::inverse(m_canvas->m_proj * m_canvas->m_mv * m_canvas->m_plane_transform[plane_index]);
m_canvas->m_plane_dir[plane_index] = -(m_canvas->m_plane_transform[plane_index] * glm::vec4(m_canvas->m_plane_origin[plane_index], 1));
// face is the 2d shape of the cube plane i projected onto the window space
m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index);
}
if (m_density != 1.f)
{
m_rtt.bindFramebuffer();
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
}
else
{
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);
}
// NOTE: draw_merge has been disabled for worst performance
bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera);
draw_merged = false;
if (draw_merged)
{
glDisable(GL_BLEND);
// draw the grid
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)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
int z = 1;
auto plane_mvp_z = proj * camera *
//glm::scale(glm::vec3(z + 1)) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers_merge.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers_merge.m_rtt[plane_index].unbindTexture();
}
}
else
{
// check if any layer use blend, otherwise draw directly on main framebuffer
bool use_blend = false;
for (size_t i = 0; i < m_canvas->m_layers.size(); i++)
{
use_blend |= m_canvas->m_layers[i]->m_blend_mode != 0;
}
if (Canvas::I->m_current_stroke)
use_blend |= Canvas::I->m_current_stroke->m_brush->m_blend_mode != 0;
if (use_blend)
{
m_cache_rtt.bindFramebuffer();
m_cache_rtt.clear({ 1, 1, 1, 0 });
}
else
{
// draw the grid
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)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
}
// if not using shader blend, use gl rasterizer blend
use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
const auto& b = m_canvas->m_current_stroke->m_brush;
for (size_t i = 0; i < m_canvas->m_layers.size(); i++)
{
auto layer_index = i;
for (int plane_index = 0; plane_index < 6; plane_index++)
{
if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
(!m_canvas->m_layers[layer_index]->m_visible ||
m_canvas->m_layers[layer_index]->m_opacity == .0f ||
!m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
continue;
if (use_blend)
{
m_blender_rtt.bindFramebuffer();
m_blender_rtt.clear();
}
int z = (int)(m_canvas->m_layers.size() - i);
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(z + 1)) *
glm::eulerAngleYXZ(yaw, pitch, roll) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
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)
{
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE4);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
else
{
m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
if (use_blend)
{
m_blender_rtt.unbindFramebuffer();
}
// draw the blended
if (use_blend)
{
m_sampler.bind(0);
m_sampler.bind(2);
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
if (!ShaderManager::ext_framebuffer_fetch)
ShaderManager::u_int(kShaderUniform::TexBG, 2);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
glActiveTexture(GL_TEXTURE0);
m_blender_rtt.bindTexture();
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
m_blender_bg.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
m_blender_bg.size().x, m_blender_bg.size().y);
}
m_face_plane.draw_fill();
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
m_blender_bg.unbind();
}
glActiveTexture(GL_TEXTURE0);
m_blender_rtt.unbindTexture();
}
#ifdef _DEBUG
// draw dirty area
{
auto bb = m_canvas->m_layers[layer_index]->m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index]->w;
glm::vec2 bbmin = xy(bb);
glm::vec2 bbsz = zw(bb) - xy(bb);
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
* glm::translate(glm::vec3(bbmin * 2.f, 0))
* glm::translate(glm::vec3(-1, -1, 0))
* glm::scale(glm::vec3(bbsz, 1))
* glm::translate(glm::vec3(1, 1, 0))
);
m_face_plane.draw_stroke();
}
#endif
}
}
if (use_blend)
{
m_cache_rtt.unbindFramebuffer();
}
// draw the grid behind the layers using a temporary copy
if (use_blend)
{
glEnable(GL_BLEND);
//draw the grid
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::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
// draw the layers
m_sampler.bind(0);
glActiveTexture(GL_TEXTURE0);
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();
}