Files
panopainter/engine/canvas.cpp

952 lines
32 KiB
C++

#include "pch.h"
#include "log.h"
#include "canvas.h"
ui::Canvas* ui::Canvas::I;
std::vector<CanvasMode*> ui::Canvas::modes[] = {
{ new CanvasModePen, new CanvasModeBasicCamera },
{ new CanvasModePen, new CanvasModeBasicCamera },
{ new CanvasModeLine, new CanvasModeBasicCamera },
{ new CanvasModeCamera, new CanvasModeBasicCamera },
{ new CanvasModeNormal, new CanvasModeBasicCamera },
{ new CanvasModeFill, new CanvasModeBasicCamera },
};
glm::vec3 ui::Canvas::m_plane_origin[6] = {
{ 0, 0,-1}, // front
{ 1, 0, 0}, // right
{ 0, 0, 1}, // back
{-1, 0, 0}, // left
{ 0, 1, 0}, // top
{ 0,-1, 0}, // bottom
};
glm::vec3 ui::Canvas::m_plane_normal[6] = {
{ 0, 0, 1}, // front
{-1, 0, 0}, // right
{ 0, 0,-1}, // back
{ 1, 0, 0}, // left
{ 0,-1, 0}, // top
{ 0, 1, 0}, // bottom
};
glm::vec3 ui::Canvas::m_plane_tangent[6] = {
{0, 1, 0}, // front
{0, 1, 0}, // right
{0, 1, 0}, // back
{0, 1, 0}, // left
{0, 0,-1}, // top
{0, 0, 1}, // bottom
};
glm::mat4 ui::Canvas::m_plane_transform[6] = {
glm::lookAt(glm::vec3(), { 0, 0,-1}, {0, 1, 0}), // front
glm::lookAt(glm::vec3(), {-1, 0, 0}, {0, 1, 0}), // right
glm::lookAt(glm::vec3(), { 0, 0, 1}, {0, 1, 0}), // back
glm::lookAt(glm::vec3(), { 1, 0, 0}, {0, 1, 0}), // left
glm::lookAt(glm::vec3(), { 0, 1, 0}, {0, 0,-1}), // top
glm::lookAt(glm::vec3(), { 0,-1, 0}, {0, 0, 1}), // bottom
};
void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
{
m_layers[m_current_layer_idx].clear(c);
}
void ui::Canvas::stroke_end()
{
if (!m_current_stroke)
return;
if (m_current_stroke->has_sample())
{
m_commit_delayed = true;
}
else
{
stroke_commit();
m_current_stroke = nullptr;
m_show_tmp = false;
}
}
void ui::Canvas::stroke_draw()
{
if (!(m_current_stroke && m_current_stroke->has_sample()))
return;
m_dirty = true;
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glViewport(0, 0, m_width, m_height);
auto ortho_proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
auto m_brush = m_current_stroke->m_brush;
auto samples = m_current_stroke->compute_samples();
auto& tex = TextureManager::get(m_brush.m_tex_id);
tex.bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
m_sampler_mask.bind(2);
for (int i = 0; i < 6; i++)
{
m_tmp[i].bindFramebuffer();
glActiveTexture(GL_TEXTURE1);
m_tex[i].bind(); // bg, copy of framebuffer (copied before drawing)
if (m_use_instanced)
{
glEnable(GL_BLEND);
m_mesh.shader.use();
m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
m_mesh.shader.u_int(kShaderUniform::Tex, 0);
m_mesh.draw(samples, ortho_proj);
}
else
{
glDisable(GL_BLEND);
if (m_state == kCanvasMode::Erase)
{
ShaderManager::use(ui::kShader::StrokeErase);
//ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
}
else if(m_layers[m_current_layer_idx].m_alpha_locked)
{
ShaderManager::use(kShader::StrokeLock);
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
ShaderManager::u_int(kShaderUniform::TexMask, 2); // alpha mask
glActiveTexture(GL_TEXTURE2);
m_layers[m_current_layer_idx].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
}
else
{
ShaderManager::use(ui::kShader::Stroke);
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
}
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
for (const auto& s : samples)
{
glm::vec3 ray_origin, ray_dir;
point_unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
glm::vec3 hit;
glm::vec2 fb_pos;
if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
{
glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
if (glm::abs(plane_local.x) < 1.5f && glm::abs(plane_local.y) < 1.5f)
{
fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
//LOG("draw %f %f", fb_pos.x, fb_pos.y);
}
else
{
continue;
}
}
else
{
continue;
}
m_dirty_face[i] = true;
auto mvp = ortho_proj *
glm::translate(glm::vec3(fb_pos, 0)) *
glm::scale(glm::vec3(s.size, s.size, 1)) *
glm::eulerAngleZ(s.angle);
glm::vec4 P[4] {
mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
};
auto mvp_inv = glm::inverse(ortho_proj);
glm::vec4 P2[4]{
mvp_inv * P[0],
mvp_inv * P[1],
mvp_inv * P[2],
mvp_inv * P[3],
};
glm::vec2 bb_min(m_width, m_height);
glm::vec2 bb_max(0, 0);
for (int i = 0; i < 4; i++)
{
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
}
auto bb_sz = bb_max - bb_min;
glm::vec2 pad(1);
glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
tex_pos.x, tex_pos.y,
tex_pos.x, tex_pos.y,
tex_sz.x, tex_sz.y);
m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos);
m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz));
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
//m_plane_brush.update_vertices(P);
m_plane_brush.draw_fill();
}
}
if (m_alpha_lock)
{
glActiveTexture(GL_TEXTURE2);
m_layers[m_current_layer_idx].m_rtt[i].unbindTexture();
}
glActiveTexture(GL_TEXTURE1);
m_tex[i].unbind();
m_tmp[i].unbindFramebuffer();
}
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
m_sampler.unbind();
m_sampler_bg.unbind();
m_sampler_mask.unbind();
tex.unbind();
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
if (m_commit_delayed)
{
stroke_commit();
m_current_stroke = nullptr;
m_show_tmp = false;
m_commit_delayed = false;
}
}
bool ui::Canvas::point_trace(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
glm::vec3& hit_pos, glm::vec3& hit_normal, int& out_plane_id)
{
point_unproject(loc, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
glm::vec3 hit;
glm::vec2 fb_pos;
for (int i = 0; i < 6; i++)
{
if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
{
glm::mat4 plane_camera = glm::lookAt(m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i]);
glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
if (glm::abs(plane_local.x) < 1.f && glm::abs(plane_local.y) < 1.f)
{
fb_pos.x = -(plane_local.x * 0.5f - 0.5f) * m_width;
fb_pos.y = (plane_local.y * 0.5f + 0.5f) * m_height;
hit_pos = hit;
hit_normal = m_plane_normal[i];
out_plane_id = i;
return true;
}
else continue;
}
else continue;
}
return false;
}
bool ui::Canvas::point_trace_plane(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
glm::vec3& hit_pos, glm::vec3& hit_normal, int plane_id)
{
point_unproject(loc, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
glm::vec3 hit;
glm::vec2 fb_pos;
if (ray_intersect(ray_origin, ray_dir, m_plane_origin[plane_id],
m_plane_normal[plane_id], m_plane_tangent[plane_id], hit))
{
glm::mat4 plane_camera = glm::lookAt(m_plane_origin[plane_id], m_plane_normal[plane_id], m_plane_tangent[plane_id]);
hit_pos = hit;
hit_normal = m_plane_normal[plane_id];
return true;
}
return false;
}
bool ui::Canvas::ray_intersect(glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin,
glm::vec3 plane_normal, glm::vec3 plane_tangent, glm::vec3& out_hit)
{
float den = glm::dot(ray_dir, plane_normal);
if (den == 0)
return false; // no intersection
float num = glm::dot(plane_origin - ray_origin, plane_normal);
float t = num / den;
if (t > 0)
out_hit = ray_origin + ray_dir * t;
else
// negative intersection
return false;
return true;
};
void ui::Canvas::point_unproject(glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj,
glm::vec3& out_origin, glm::vec3& out_dir)
{
auto clip_space = glm::vec2(loc.x, vp.w - loc.y - 1.f) / vp.zw() * 2.f - 1.f;
auto inv = glm::inverse(proj * camera);
auto wp0 = inv * glm::vec4(clip_space, 0, 1);
auto wp1 = inv * glm::vec4(clip_space, .5, 1);
out_origin = (wp0 / wp0.w).xyz();
out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin);
};
void ui::Canvas::stroke_commit()
{
if (!m_dirty || m_layers.empty())
return;
m_dirty = false;
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// allocate action to add to history
auto action = new ActionStroke;
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
for (int i = 0; i < 6; i++)
{
if (!m_dirty_face[i])
continue; // no stroke on this face, skip it
m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
// save image before commit
glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
action->m_box[i] = m_dirty_box[i];
action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
auto& lbox = m_layers[m_current_layer_idx].m_dirty_box[i];
lbox.xy = glm::min(m_dirty_box[i].xy(), lbox.xy());
lbox.zw = glm::max(m_dirty_box[i].zw(), lbox.zw());
m_layers[m_current_layer_idx].m_dirty_face[i] = true;
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0);
m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tex2[i].unbind();
m_tmp[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
if (m_state == kCanvasMode::Erase)
{
ShaderManager::use(ui::kShader::Texture);
}
else
{
ShaderManager::use(ui::kShader::StrokeLayer);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
}
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_tmp[i].unbindTexture();
m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
}
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glActiveTexture(GL_TEXTURE0);
// save history
action->m_layer_idx = m_current_layer_idx;
action->m_canvas = this;
action->m_stroke = std::move(m_current_stroke);
ActionManager::add(action);
}
void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
{
m_current_stroke->add_point(point, pressure);
}
void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
{
m_current_stroke = std::make_unique<Stroke>();
m_current_stroke->m_camera = { m_cam_rot, m_cam_fov };
m_current_stroke->start(brush);
m_current_stroke->add_point(point, pressure);
for (int i = 0; i < 6; i++)
{
m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
m_dirty_face[i] = false;
if (m_state == kCanvasMode::Erase)
{
m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
m_tmp[i].bindTexture();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tmp[i].unbindTexture();
m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
}
else
{
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 0, 0, 0, 0 });
m_tmp[i].unbindFramebuffer();
}
}
m_show_tmp = true;
}
void ui::Canvas::layer_add(std::string name)
{
int idx = (int)m_layers.size();
m_layers.emplace_back();
m_layers.back().create(m_width, m_height, name);
m_order.push_back(idx);
}
void ui::Canvas::layer_order(int idx, int pos)
{
std::swap(m_order[idx], m_order[pos]);
}
void ui::Canvas::resize(int width, int height)
{
m_width = width;
m_height = height;
for (int i = 0; i < 6; i++)
{
m_tmp[i].create(width, height);
m_tex[i].create(width, height);
m_tex2[i].create(width, height);
}
for (auto& l : m_layers)
{
l.create(width, height, "");
}
m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
}
bool ui::Canvas::create(int width, int height)
{
m_width = width;
m_height = height;
for (int i = 0; i < 6; i++)
{
m_tmp[i].create(width, height);
m_tex[i].create(width, height);
m_tex2[i].create(width, height); // TODO: destroy before recreating
}
m_sampler.create();
m_sampler_bg.create();
m_sampler_mask.create();
m_plane.create<1>(1, 1);
m_plane_brush.create<1>(1, 1);
m_mesh.create();
for (auto& l : m_layers)
{
l.create(width, height, "");
}
m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
return true;
}
void ui::Canvas::snapshot_save(std::string data_path)
{
LOG("SAVE SNAPSHOT");
m_layers_snapshot.clear();
m_layers_snapshot.resize(m_layers.size());
for (int i = 0; i < m_layers.size(); i++)
m_layers_snapshot[i] = m_layers[i].snapshot(data_path);
}
void ui::Canvas::snapshot_restore()
{
LOG("RESTORE SNAPSHOT");
for (int i = 0; i < m_layers.size(); i++)
m_layers[i].restore(m_layers_snapshot[i]);
m_layers_snapshot.clear();
LOG("RESTORE SNAPSHOT complete");
}
void ui::Canvas::clear_context()
{
LOG("Canvas CLEAR CONTEXT");
for (auto& layer : m_layers)
layer.destroy();
for (int i = 0; i < 6; i++)
{
m_tmp[i].destroy();
m_tex[i].destroy();
m_tex2[i].destroy();
}
m_latlong.destroy();
};
void ui::Canvas::export_equirectangular(std::string data_path)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glGenTextures(1, &cube_id);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
for (GLuint i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
int faces[]{
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // front
GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // right
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // back
GL_TEXTURE_CUBE_MAP_POSITIVE_X, // left
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
};
for (int i = 0; i < 6; i++)
{
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
for (auto layer_index : m_order)
{
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
ShaderManager::use(ui::kShader::StrokeLayer);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].unbindTexture();
}
// copy result to cubemap
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_tmp[i].unbindFramebuffer();
}
// auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
// for (int i = 0; i < 6; i++)
// {
// m_tmp[i].readTextureData(data.get());
// static char name[128];
// sprintf(name, "%s/Face%d.png", data_path.c_str(), i);
// LOG("writing %s", name);
// int ret = stbi_write_png(name, m_tmp[i].getWidth(), m_tmp[i].getHeight(), 4, data.get(), m_tmp[i].stride());
// }
glViewport(0, 0, m_latlong.getWidth(), m_latlong.getHeight());
glActiveTexture(GL_TEXTURE0);
m_latlong.bindFramebuffer();
ui::ShaderManager::use(kShader::Equirect);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
m_sampler.bind(0);
m_plane.draw_fill();
m_sampler.unbind();
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_latlong.unbindFramebuffer();
{
auto latlong_data = std::make_unique<uint8_t[]>(m_latlong.bytes());
m_latlong.readTextureData(latlong_data.get());
static char name[128];
sprintf(name, "%s/latlong.png", data_path.c_str());
LOG("writing %s", name);
int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
}
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glActiveTexture(GL_TEXTURE0);
}
void ui::Canvas::project_save(std::string data_path)
{
static char name[128];
sprintf(name, "%s/latlong.pano", data_path.c_str());
FILE* fp = fopen(name, "wb");
if (!fp)
{
LOG("cannot write project to %s", name);
return;
}
// load thumbnail
Image thumb = thumbnail_generate(64, 64);
fwrite(&thumb.width, sizeof(int), 1, fp);
fwrite(&thumb.height, sizeof(int), 1, fp);
fwrite(&thumb.comp, sizeof(int), 1, fp);
fwrite(thumb.data(), thumb.size(), 1, fp);
fwrite(&m_width, sizeof(int), 1, fp);
fwrite(&m_height, sizeof(int), 1, fp);
int n_layers = (int)m_layers.size();
fwrite(&n_layers, sizeof(int), 1, fp);
for (int i = 0; i < (int)m_layers.size(); i++)
{
int n_order = m_order[i];
fwrite(&n_order, sizeof(int), 1, fp);
int name_len = m_layers[i].m_name.size();
fwrite(&name_len, sizeof(int), 1, fp);
fwrite(m_layers[i].m_name.data(), name_len, 1, fp);
auto snap = m_layers[i].snapshot(data_path);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
int has_data = snap.m_dirty_face[plane_index] ? 1 : 0;
fwrite(&has_data, sizeof(int), 1, fp);
if (has_data)
{
glm::ivec4 b = snap.m_dirty_box[plane_index];
glm::vec2 sz = b.zw() - b.xy();
int box[4] = { b.x, b.y, b.z, b.w };
fwrite(&box, sizeof(box), 1, fp);
std::vector<uint8_t> compressed;
auto callback = [](void *context, void *data, int size)
{
std::vector<uint8_t>* buffer = static_cast<std::vector<uint8_t>*>(context);
buffer->insert(buffer->end(), (uint8_t*)data, (uint8_t*)data + size);
};
int ret = stbi_write_png_to_func(callback, &compressed, sz.x, sz.y, 4, snap.image[plane_index].get(), sz.x * 4);
int data_size = compressed.size();
fwrite(&data_size, sizeof(int), 1, fp);
fwrite(compressed.data(), 1, compressed.size(), fp);
}
}
}
fclose(fp);
LOG("project saved to %s", name);
}
void ui::Canvas::project_open(std::string data_path)
{
static char name[128];
sprintf(name, "%s/latlong.pano", data_path.c_str());
FILE* fp = fopen(name, "rb");
if (!fp)
{
LOG("cannot write project to %s", name);
return;
}
// skip thumbnail
Image thumb;
fread(&thumb.width, sizeof(int), 1, fp);
fread(&thumb.height, sizeof(int), 1, fp);
fread(&thumb.comp, sizeof(int), 1, fp);
fseek(fp, thumb.size(), SEEK_CUR);
fread(&m_width, sizeof(int), 1, fp);
fread(&m_height, sizeof(int), 1, fp);
int n_layers = (int)m_layers.size();
fread(&n_layers, sizeof(int), 1, fp);
const int bytes = m_width * m_height * 4;
Layer::Snapshot snap;
snap.create(m_width, m_height); // allocate single data, no box should be bigger
m_layers.clear();
m_order.clear();
for (int i = 0; i < n_layers; i++)
{
int n_order;
fread(&n_order, sizeof(int), 1, fp);
m_order.push_back(n_order);
int name_len;
fread(&name_len, sizeof(int), 1, fp);
std::string name(name_len, '\0');
fread((char*)name.data(), name_len, 1, fp);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
int has_data;
fread(&has_data, sizeof(int), 1, fp);
snap.m_dirty_face[plane_index] = has_data;
if (has_data)
{
int b[4];
fread(&b, sizeof(b), 1, fp);
snap.m_dirty_box[plane_index] = glm::vec4(b[0], b[1], b[2], b[3]);
glm::vec2 sz = snap.m_dirty_box[plane_index].zw() - snap.m_dirty_box[plane_index].xy();
int data_size;
fread(&data_size, sizeof(int), 1, fp);
std::vector<uint8_t> compressed(data_size);
fread(compressed.data(), 1, data_size, fp);
int imgw, imgh, imgc;
uint8_t* rgba = stbi_load_from_memory(compressed.data(), data_size, &imgw, &imgh, &imgc, 4);
std::copy(rgba, rgba + (imgw*imgh * 4), snap.image[plane_index].get());
delete rgba;
}
}
m_layers.emplace_back();
m_layers.back().create(m_width, m_height, name.c_str());
m_layers.back().restore(snap);
}
fclose(fp);
LOG("project restore from %s", name);
}
ui::Image ui::Canvas::thumbnail_generate(int w, int h)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, w, h);
RTT fb;
fb.create(w, h);
fb.bindFramebuffer();
fb.clear({ 1, 1, 1, 1 });
ui::Plane m_face_plane;
m_face_plane.create<1>(2, 2);
// recalculate because of different aspect ratio than the m_proj matrix
glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
glEnable(GL_BLEND);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * m_mv * m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
ui::ShaderManager::use(kShader::Checkerboard);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
ui::ShaderManager::use(kShader::TextureAlpha);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
for (auto layer_index : m_order)
{
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
}
fb.unbindFramebuffer();
// read the rendered image
ui::Image image;
image.create(w, h);
fb.readTextureData((uint8_t*)image.data());
fb.destroy();
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glActiveTexture(GL_TEXTURE0);
return std::move(image);
}
ui::Image ui::Canvas::thumbnail_read(std::string data_path)
{
static char name[128];
sprintf(name, "%s/latlong.pano", data_path.c_str());
FILE* fp = fopen(name, "rb");
if (!fp)
{
LOG("cannot read project %s", name);
return {}; // return empty image
}
Image thumb;
fread(&thumb.width, sizeof(int), 1, fp);
fread(&thumb.height, sizeof(int), 1, fp);
fread(&thumb.comp, sizeof(int), 1, fp);
thumb.create();
fread((uint8_t*)thumb.data(), thumb.size(), 1, fp);
fclose(fp);
LOG("project thumbnail read from %s", name);
return std::move(thumb);
}
void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj)> observer)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .1f, 100.f);
for (int i = 0; i < 6; i++)
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
observer(plane_camera, proj);
m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
}
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glActiveTexture(GL_TEXTURE0);
}
///////////////////////////////////////////////////////////////////////////////////////////
void ui::Layer::destroy()
{
for (int i = 0; i < 6; i++)
m_rtt[i].destroy();
}
void ui::Layer::restore(const Snapshot& snap)
{
//clear({ 0, 0, 0, 0 });
for (int i = 0; i < 6; i++)
{
if (snap.image[i] == nullptr || snap.m_dirty_face[i] == false)
continue;
m_dirty_box[i] = snap.m_dirty_box[i];
m_dirty_face[i] = snap.m_dirty_face[i];
m_rtt[i].recreate(); // TODO: this should not be recreated here! Sorry I messed up with this, just quick fix DON'T SHIP!!
m_rtt[i].bindTexture();
glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
glTexSubImage2D(GL_TEXTURE_2D, 0, m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, snap.image[i].get());
m_rtt[i].unbindTexture();
LOG("restore face %d - %d bytes (%dx%d)", i, (int)box_sz.x * (int)box_sz.y * 4, (int)box_sz.x, (int)box_sz.y);
}
}
ui::Layer::Snapshot ui::Layer::snapshot(std::string data_path)
{
Snapshot snap;
static int counter = 0;
LOG("errno = %d", errno);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
for (int i = 0; i < 6; i++)
{
snap.m_dirty_box[i] = m_dirty_box[i];
snap.m_dirty_face[i] = m_dirty_face[i];
if (!m_dirty_face[i])
continue;
snap.image[i] = std::make_unique<uint8_t[]>(m_rtt[i].bytes());
glReadBuffer(GL_BACK);
m_rtt[i].bindFramebuffer();
glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, snap.image[i].get());
m_rtt[i].unbindFramebuffer();
glReadBuffer(GL_NONE);
LOG("snapshot face %d - %d bytes (%dx%d)", i, (int)box_sz.x * (int)box_sz.y * 4, (int)box_sz.x, (int)box_sz.y);
static char name[128];
sprintf(name, "%s/Layer%d-%d.png", data_path.c_str(), counter, i);
//int ret = stbi_write_png(name, m_rtt[i].getWidth(), m_rtt[i].getHeight(), 4, snap.image[i].get(), m_rtt[i].stride());
}
counter++;
return std::move(snap);
}
void ui::Layer::clear(const glm::vec4& c)
{
// push clear color state
GLfloat cc[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glClearColor(c.r, c.g, c.b, c.a);
for (int i = 0; i < 6; i++)
{
m_rtt[i].bindFramebuffer();
glClear(GL_COLOR_BUFFER_BIT);
m_rtt[i].unbindFramebuffer();
m_dirty_box[i] = glm::vec4(w, h, 0, 0); // reset bounding box
m_dirty_face[i] = false;
}
// restore clear color state
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
bool ui::Layer::create(int width, int height, std::string name)
{
m_name = name;
w = width;
h = height;
for (int i = 0; i < 6; i++)
{
m_rtt[i].create(width, height);
m_rtt[i].bindFramebuffer();
m_rtt[i].clear();
m_rtt[i].unbindFramebuffer();
m_dirty_box[i] = glm::vec4(w, h, 0, 0); // reset bounding box
m_dirty_face[i] = false;
}
return true;
}