msvc fixes
This commit is contained in:
@@ -115,12 +115,12 @@ namespace anm2ed
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glDeleteBuffers(1, &rectVBO);
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}
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bool Canvas::is_valid()
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bool Canvas::is_valid() const
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{
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return fbo != 0;
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}
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void Canvas::framebuffer_set()
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void Canvas::framebuffer_set() const
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@@ -153,7 +153,7 @@ namespace anm2ed
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framebuffer_resize_check();
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}
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mat4 Canvas::transform_get(float zoom, vec2 pan)
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mat4 Canvas::transform_get(float zoom, vec2 pan) const
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{
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auto zoomFactor = math::percent_to_unit(zoom);
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auto projection = glm::ortho(0.0f, (float)size.x, 0.0f, (float)size.y, -1.0f, 1.0f);
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@@ -165,7 +165,7 @@ namespace anm2ed
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return projection * view;
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}
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void Canvas::axes_render(Shader& shader, float zoom, vec2 pan, vec4 color)
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void Canvas::axes_render(Shader& shader, float zoom, vec2 pan, vec4 color) const
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{
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auto originNDC = transform_get(zoom, pan) * vec4(0.0f, 0.0f, 0.0f, 1.0f);
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originNDC /= originNDC.w;
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@@ -187,7 +187,7 @@ namespace anm2ed
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glUseProgram(0);
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}
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void Canvas::grid_render(Shader& shader, float zoom, vec2 pan, ivec2 size, ivec2 offset, vec4 color)
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void Canvas::grid_render(Shader& shader, float zoom, vec2 pan, ivec2 size, ivec2 offset, vec4 color) const
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{
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auto transform = glm::inverse(transform_get(zoom, pan));
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@@ -206,7 +206,7 @@ namespace anm2ed
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}
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void Canvas::texture_render(Shader& shader, GLuint& texture, mat4& transform, vec4 tint, vec3 colorOffset,
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float* vertices)
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float* vertices) const
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{
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glUseProgram(shader.id);
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@@ -232,7 +232,7 @@ namespace anm2ed
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}
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void Canvas::rect_render(Shader& shader, const mat4& transform, const mat4& model, vec4 color, float dashLength,
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float dashGap, float dashOffset)
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float dashGap, float dashOffset) const
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{
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glUseProgram(shader.id);
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@@ -267,28 +267,28 @@ namespace anm2ed
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glUseProgram(0);
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}
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void Canvas::viewport_set()
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void Canvas::viewport_set() const
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{
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glViewport(0, 0, size.x, size.y);
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}
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void Canvas::clear(vec4& color)
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void Canvas::clear(const vec4& color) const
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{
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glClearColor(color.r, color.g, color.b, color.a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void Canvas::bind()
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void Canvas::bind() const
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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}
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void Canvas::unbind()
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void Canvas::unbind() const
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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std::vector<unsigned char> Canvas::pixels_get()
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std::vector<unsigned char> Canvas::pixels_get() const
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{
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auto count = size.x * size.y * texture::CHANNELS;
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std::vector<unsigned char> pixels(count);
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@@ -303,7 +303,7 @@ namespace anm2ed
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return pixels;
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}
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void Canvas::zoom_set(float& zoom, vec2& pan, vec2 focus, float step)
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void Canvas::zoom_set(float& zoom, vec2& pan, vec2 focus, float step) const
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{
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auto zoomFactor = math::percent_to_unit(zoom);
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float newZoom = glm::clamp(math::round_nearest_multiple(zoom + step, step), ZOOM_MIN, ZOOM_MAX);
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@@ -315,7 +315,7 @@ namespace anm2ed
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}
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}
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vec4 Canvas::pixel_read(vec2 position, vec2 framebufferSize)
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vec4 Canvas::pixel_read(vec2 position, vec2 framebufferSize) const
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{
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uint8_t rgba[4]{};
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@@ -328,13 +328,13 @@ namespace anm2ed
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math::uint8_to_float(rgba[3]));
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}
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vec2 Canvas::position_translate(float& zoom, vec2& pan, vec2 position)
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vec2 Canvas::position_translate(float& zoom, vec2& pan, vec2 position) const
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{
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auto zoomFactor = math::percent_to_unit(zoom);
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return (position - pan - (size * 0.5f)) / zoomFactor;
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}
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void Canvas::set_to_rect(float& zoom, vec2& pan, vec4 rect)
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void Canvas::set_to_rect(float& zoom, vec2& pan, vec4 rect) const
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{
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if (rect != vec4(-1.0f) && (rect.z > 0 && rect.w > 0))
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{
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@@ -348,4 +348,4 @@ namespace anm2ed
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pan = -rectCenter * fitScale;
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}
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}
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}
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}
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