Moved spritesheet texture handling to anm2 instead of resources; added undoing for spritesheet texture changes; refactoring

This commit is contained in:
2025-08-27 00:28:41 -04:00
parent c9056ce707
commit 3546f27655
22 changed files with 376 additions and 391 deletions

View File

@@ -1,32 +1,19 @@
#include "canvas.h"
static void _canvas_texture_free(Canvas* self)
static void _canvas_framebuffer_set(Canvas* self, const ivec2& size)
{
if (self->fbo != 0) glDeleteFramebuffers(1, &self->fbo);
if (self->rbo != 0) glDeleteRenderbuffers(1, &self->rbo);
if (self->texture != 0) glDeleteTextures(1, &self->texture);
}
static void _canvas_texture_init(Canvas* self, const ivec2& size)
{
_canvas_texture_free(self);
self->size = size;
self->previousSize = size;
glGenFramebuffers(1, &self->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, self->fbo);
glGenTextures(1, &self->texture);
glBindTexture(GL_TEXTURE_2D, self->texture);
glBindTexture(GL_TEXTURE_2D, self->framebuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, self->size.x, self->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->framebuffer, 0);
glGenRenderbuffers(1, &self->rbo);
glBindRenderbuffer(GL_RENDERBUFFER, self->rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, self->size.x, self->size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, self->rbo);
@@ -65,7 +52,7 @@ void canvas_init(Canvas* self, const ivec2& size)
glBindVertexArray(self->rectVAO);
glBindBuffer(GL_ARRAY_BUFFER, self->rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_VERTICES), GL_VERTICES, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(CANVAS_RECT_VERTICES), CANVAS_RECT_VERTICES, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
@@ -104,7 +91,11 @@ void canvas_init(Canvas* self, const ivec2& size)
glBindVertexArray(0);
_canvas_texture_init(self, size);
// Framebuffer
glGenTextures(1, &self->framebuffer);
glGenFramebuffers(1, &self->fbo);
glGenRenderbuffers(1, &self->rbo);
_canvas_framebuffer_set(self, size);
}
mat4 canvas_transform_get(Canvas* self, vec2 pan, f32 zoom, OriginType origin)
@@ -140,10 +131,10 @@ void canvas_viewport_set(Canvas* self)
glViewport(0, 0, (s32)self->size.x, (s32)self->size.y);
}
void canvas_texture_set(Canvas* self)
void canvas_framebuffer_resize_check(Canvas* self)
{
if (self->previousSize != self->size)
_canvas_texture_init(self, self->size);
_canvas_framebuffer_set(self, self->size);
}
void canvas_grid_draw(Canvas* self, GLuint& shader, mat4& transform, ivec2& size, ivec2& offset, vec4& color)
@@ -171,7 +162,7 @@ void canvas_texture_draw(Canvas* self, GLuint& shader, GLuint& texture, mat4& tr
glBindVertexArray(self->textureVAO);
glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_UV_VERTICES), vertices, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(CANVAS_TEXTURE_VERTICES), vertices, GL_DYNAMIC_DRAW);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
@@ -227,30 +218,49 @@ void canvas_unbind(void)
void canvas_free(Canvas* self)
{
_canvas_texture_free(self);
glDeleteFramebuffers(1, &self->fbo);
glDeleteRenderbuffers(1, &self->rbo);
glDeleteTextures(1, &self->framebuffer);
glDeleteVertexArrays(1, &self->axisVAO);
glDeleteVertexArrays(1, &self->rectVAO);
glDeleteVertexArrays(1, &self->gridVAO);
glDeleteVertexArrays(1, &self->textureVAO);
glDeleteBuffers(1, &self->axisVBO);
glDeleteBuffers(1, &self->rectVBO);
glDeleteBuffers(1, &self->gridVBO);
glDeleteBuffers(1, &self->textureVBO);
glDeleteBuffers(1, &self->textureEBO);
}
mat4 canvas_mvp_get(mat4& transform, vec2 size, vec2 position, vec2 pivot, f32 rotation, vec2 scale, vec2 pivotAlt, f32 rotationAlt)
mat4 canvas_model_get(vec2 size, vec2 position, vec2 pivot, vec2 scale, f32 rotation)
{
vec2 scaleAbsolute = glm::abs(scale);
vec2 scaleSign = glm::sign(scale);
f32 usedSign = (scaleSign.x * scaleSign.y) < 0.0f ? -1.0f : 1.0f;
vec2 pivotScaled = pivot * scaleAbsolute;
vec2 sizeScaled = size * scaleAbsolute;
vec2 sizeScaled = size * scaleAbsolute;
vec2 pivotScaled = pivot * scaleAbsolute;
vec2 pivotAltScaled = pivotAlt * scaleAbsolute;
vec2 pivotAltMirrored = pivotScaled + (pivotAltScaled - pivotScaled) * scaleSign;
mat4 model = glm::translate(mat4(1.0f), vec3(position - pivotScaled, 0.0f));
mat4 model(1.0f);
model = glm::translate(model, vec3(position - pivotScaled, 0.0f));
model = glm::translate(model, vec3(pivotScaled, 0.0f));
model = glm::scale(model, vec3(scaleSign, 1.0f));
model = glm::rotate(model, glm::radians(rotation) * usedSign, vec3(0,0,1));
model = glm::rotate(model, glm::radians(rotation), vec3(0, 0, 1));
model = glm::translate(model, vec3(-pivotScaled, 0.0f));
model = glm::translate(model, vec3(pivotAltMirrored, 0.0f));
model = glm::rotate(model, glm::radians(rotationAlt) * usedSign, vec3(0,0,1));
model = glm::translate(model, vec3(-pivotAltMirrored, 0.0f));
model = glm::scale(model, vec3(sizeScaled, 1.0f));
return model;
}
return transform * model;
mat4 canvas_parent_model_get(vec2 position, vec2 pivot, vec2 scale, f32 rotation)
{
vec2 scaleSign = glm::sign(scale);
vec2 scaleAbsolute = glm::abs(scale);
f32 handedness = (scaleSign.x * scaleSign.y) < 0.0f ? -1.0f : 1.0f;
mat4 local(1.0f);
local = glm::translate(local, vec3(pivot, 0.0f));
local = glm::scale(local, vec3(scaleSign, 1.0f));
local = glm::rotate(local, glm::radians(rotation) * handedness, vec3(0, 0, 1));
local = glm::translate(local, vec3(-pivot, 0.0f));
local = glm::scale(local, vec3(scaleAbsolute, 1.0f));
return glm::translate(mat4(1.0f), vec3(position, 0.0f)) * local;
}