The Update(TM), Part 2
This commit is contained in:
291
src/editor.cpp
291
src/editor.cpp
@@ -2,47 +2,6 @@
|
||||
|
||||
#include "editor.h"
|
||||
|
||||
static s32 _editor_grid_set(Editor* self)
|
||||
{
|
||||
std::vector<f32> vertices;
|
||||
|
||||
s32 verticalLineCount = (s32)(EDITOR_SIZE.x / MIN(self->settings->editorGridSizeX, EDITOR_GRID_MIN));
|
||||
s32 horizontalLineCount = (s32)(EDITOR_SIZE.y / MIN(self->settings->editorGridSizeY, EDITOR_GRID_MIN));
|
||||
|
||||
// Vertical
|
||||
for (s32 i = 0; i <= verticalLineCount; i++)
|
||||
{
|
||||
s32 x = i * self->settings->editorGridSizeX - self->settings->editorGridOffsetX;
|
||||
f32 normX = (2.0f * x) / EDITOR_SIZE.x - 1.0f;
|
||||
|
||||
vertices.push_back(normX);
|
||||
vertices.push_back(-1.0f);
|
||||
vertices.push_back(normX);
|
||||
vertices.push_back(1.0f);
|
||||
}
|
||||
|
||||
// Horizontal
|
||||
for (s32 i = 0; i <= horizontalLineCount; i++)
|
||||
{
|
||||
s32 y = i * self->settings->editorGridSizeY - self->settings->editorGridOffsetY;
|
||||
f32 normY = (2.0f * y) / EDITOR_SIZE.y - 1.0f;
|
||||
|
||||
vertices.push_back(-1.0f);
|
||||
vertices.push_back(normY);
|
||||
vertices.push_back(1.0f);
|
||||
vertices.push_back(normY);
|
||||
}
|
||||
|
||||
glBindVertexArray(self->gridVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->gridVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(f32), vertices.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
|
||||
|
||||
return (s32)vertices.size();
|
||||
}
|
||||
|
||||
void editor_init(Editor* self, Anm2* anm2, Anm2Reference* reference, Resources* resources, Settings* settings)
|
||||
{
|
||||
self->anm2 = anm2;
|
||||
@@ -50,253 +9,53 @@ void editor_init(Editor* self, Anm2* anm2, Anm2Reference* reference, Resources*
|
||||
self->resources = resources;
|
||||
self->settings = settings;
|
||||
|
||||
// Framebuffer + texture
|
||||
glGenFramebuffers(1, &self->fbo);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, self->fbo);
|
||||
|
||||
glGenTextures(1, &self->texture);
|
||||
glBindTexture(GL_TEXTURE_2D, self->texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (s32)EDITOR_SIZE.x, (s32)EDITOR_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);
|
||||
|
||||
glGenRenderbuffers(1, &self->rbo);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, self->rbo);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (s32)EDITOR_SIZE.x, (s32)EDITOR_SIZE.y);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, self->rbo);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// Grid
|
||||
glGenVertexArrays(1, &self->gridVAO);
|
||||
glGenBuffers(1, &self->gridVBO);
|
||||
|
||||
// Border
|
||||
glGenVertexArrays(1, &self->borderVAO);
|
||||
glGenBuffers(1, &self->borderVBO);
|
||||
|
||||
glBindVertexArray(self->borderVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->borderVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_VERTICES), GL_VERTICES, GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
|
||||
|
||||
// Texture
|
||||
glGenVertexArrays(1, &self->textureVAO);
|
||||
glGenBuffers(1, &self->textureVBO);
|
||||
glGenBuffers(1, &self->textureEBO);
|
||||
|
||||
glBindVertexArray(self->textureVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(f32) * 4 * 4, nullptr, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self->textureEBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GL_TEXTURE_INDICES), GL_TEXTURE_INDICES, GL_STATIC_DRAW);
|
||||
|
||||
// Position attribute
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), (void*)0);
|
||||
|
||||
// UV position attribute
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), (void*)(2 * sizeof(f32)));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
_editor_grid_set(self);
|
||||
canvas_init(&self->canvas);
|
||||
}
|
||||
|
||||
void editor_draw(Editor* self)
|
||||
{
|
||||
GLuint shaderLine = self->resources->shaders[SHADER_LINE];
|
||||
GLuint shaderLineDotted = self->resources->shaders[SHADER_LINE_DOTTED];
|
||||
GLuint shaderTexture = self->resources->shaders[SHADER_TEXTURE];
|
||||
|
||||
f32 zoomFactor = PERCENT_TO_UNIT(self->settings->editorZoom);
|
||||
ivec2& gridSize = self->settings->editorGridSize;
|
||||
ivec2& gridOffset = self->settings->editorGridOffset;
|
||||
vec4& gridColor = self->settings->editorGridColor;
|
||||
GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
|
||||
GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
|
||||
mat4 transform = canvas_transform_get(&self->canvas, self->settings->editorPan, self->settings->editorZoom, ORIGIN_TOP_LEFT);
|
||||
|
||||
// Get normalized panning
|
||||
glm::vec2 ndcPan = glm::vec2(-self->settings->editorPanX / (EDITOR_SIZE.x / 2.0f), -self->settings->editorPanY / (EDITOR_SIZE.y / 2.0f));
|
||||
canvas_texture_set(&self->canvas);
|
||||
|
||||
canvas_bind(&self->canvas);
|
||||
canvas_viewport_set(&self->canvas);
|
||||
canvas_clear(self->settings->editorBackgroundColor);
|
||||
|
||||
glm::mat4 editorTransform = glm::translate(glm::mat4(1.0f), glm::vec3(ndcPan, 0.0f));
|
||||
editorTransform = glm::scale(editorTransform, glm::vec3(zoomFactor, zoomFactor, 1.0f));
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, self->fbo);
|
||||
glViewport(0, 0, EDITOR_SIZE.x, EDITOR_SIZE.y);
|
||||
|
||||
glClearColor
|
||||
(
|
||||
self->settings->editorBackgroundColorR,
|
||||
self->settings->editorBackgroundColorG,
|
||||
self->settings->editorBackgroundColorB,
|
||||
self->settings->editorBackgroundColorA
|
||||
);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Drawing the selected spritesheet
|
||||
if (self->spritesheetID > -1)
|
||||
if (self->spritesheetID != ID_NONE)
|
||||
{
|
||||
Texture* texture = &self->resources->textures[self->spritesheetID];
|
||||
Texture texture = self->resources->textures[self->spritesheetID];
|
||||
mat4 mvp = canvas_mvp_get(transform, texture.size);
|
||||
canvas_texture_draw(&self->canvas, shaderTexture, texture.id, mvp);
|
||||
|
||||
glm::mat4 spritesheetTransform = editorTransform;
|
||||
glm::vec2 ndcScale = glm::vec2(texture->size.x, texture->size.y) / (EDITOR_SIZE * 0.5f);
|
||||
|
||||
spritesheetTransform = glm::scale(spritesheetTransform, glm::vec3(ndcScale, 1.0f));
|
||||
|
||||
glUseProgram(shaderTexture);
|
||||
|
||||
glBindVertexArray(self->textureVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_UV_VERTICES), GL_UV_VERTICES, GL_DYNAMIC_DRAW);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->id);
|
||||
|
||||
glUniform1i(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TEXTURE), 0);
|
||||
glUniform4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TINT), 1, value_ptr(COLOR_OPAQUE));
|
||||
glUniform3fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_COLOR_OFFSET), 1, value_ptr(COLOR_OFFSET_NONE));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(spritesheetTransform));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
|
||||
// Border around the spritesheet
|
||||
if (self->settings->editorIsBorder)
|
||||
{
|
||||
glUseProgram(shaderLineDotted);
|
||||
|
||||
glBindVertexArray(self->borderVAO);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLine, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, glm::value_ptr(spritesheetTransform));
|
||||
glUniform4fv(glGetUniformLocation(shaderLine, SHADER_UNIFORM_COLOR), 1, glm::value_ptr(EDITOR_BORDER_TINT));
|
||||
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
canvas_rect_draw(&self->canvas, shaderLine, mvp, EDITOR_BORDER_COLOR);
|
||||
|
||||
Anm2Frame* frame = (Anm2Frame*)anm2_frame_from_reference(self->anm2, self->reference);
|
||||
|
||||
// Drawing the frame's crop and pivot
|
||||
|
||||
if (frame)
|
||||
{
|
||||
// Crop
|
||||
glm::mat4 rectTransform = editorTransform;
|
||||
|
||||
glm::vec2 rectNDCPos = frame->crop / (EDITOR_SIZE / 2.0f);
|
||||
glm::vec2 rectNDCScale = frame->size / (EDITOR_SIZE / 2.0f);
|
||||
|
||||
rectTransform = glm::translate(rectTransform, glm::vec3(rectNDCPos, 0.0f));
|
||||
rectTransform = glm::scale(rectTransform, glm::vec3(rectNDCScale, 1.0f));
|
||||
|
||||
glUseProgram(shaderLineDotted);
|
||||
|
||||
glBindVertexArray(self->borderVAO);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLine, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, glm::value_ptr(rectTransform));
|
||||
glUniform4fv(glGetUniformLocation(shaderLine, SHADER_UNIFORM_COLOR), 1, glm::value_ptr(EDITOR_FRAME_TINT));
|
||||
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
|
||||
// Pivot
|
||||
glm::mat4 pivotTransform = editorTransform;
|
||||
glm::vec2 pivotNDCPos = ((frame->crop + frame->pivot) - (EDITOR_PIVOT_SIZE / 2.0f)) / (EDITOR_SIZE / 2.0f);
|
||||
glm::vec2 pivotNDCScale = EDITOR_PIVOT_SIZE / (EDITOR_SIZE / 2.0f);
|
||||
|
||||
pivotTransform = glm::translate(pivotTransform, glm::vec3(pivotNDCPos, 0.0f));
|
||||
pivotTransform = glm::scale(pivotTransform, glm::vec3(pivotNDCScale, 1.0f));
|
||||
|
||||
glUseProgram(shaderTexture);
|
||||
|
||||
glBindVertexArray(self->textureVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
|
||||
mvp = canvas_mvp_get(transform, frame->size, frame->crop);
|
||||
canvas_rect_draw(&self->canvas, shaderLine, mvp, EDITOR_FRAME_COLOR);
|
||||
|
||||
mvp = canvas_mvp_get(transform, CANVAS_PIVOT_SIZE, frame->crop + frame->pivot, CANVAS_PIVOT_SIZE * 0.5f);
|
||||
f32 vertices[] = ATLAS_UV_VERTICES(TEXTURE_PIVOT);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, self->resources->atlas.id);
|
||||
|
||||
glUniform1i(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TEXTURE), 0);
|
||||
glUniform4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TINT), 1, value_ptr(EDITOR_FRAME_TINT));
|
||||
glUniform3fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_COLOR_OFFSET), 1, value_ptr(COLOR_OFFSET_NONE));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(pivotTransform));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glUseProgram(0);
|
||||
canvas_texture_draw(&self->canvas, shaderTexture, self->resources->atlas.id, mvp, vertices, EDITOR_PIVOT_COLOR);
|
||||
}
|
||||
}
|
||||
|
||||
// Grid
|
||||
if (self->settings->editorIsGrid)
|
||||
{
|
||||
static ivec2 previousGridSize = {-1, -1};
|
||||
static ivec2 previousGridOffset = {-1, -1};
|
||||
static s32 gridVertexCount = -1;
|
||||
canvas_grid_draw(&self->canvas, shaderLine, transform, self->settings->editorZoom, gridSize, gridOffset, gridColor);
|
||||
|
||||
glm::mat4 gridTransform = editorTransform;
|
||||
glm::vec2 gridNDCPos = (EDITOR_SIZE / 2.0f) / (EDITOR_SIZE / 2.0f);
|
||||
|
||||
gridTransform = glm::translate(gridTransform, glm::vec3(gridNDCPos, 0.0f));
|
||||
|
||||
ivec2 gridSize = ivec2(self->settings->editorGridSizeX, self->settings->editorGridSizeY);
|
||||
ivec2 gridOffset = ivec2(self->settings->editorGridOffsetX, self->settings->editorGridOffsetY);
|
||||
|
||||
if (previousGridSize != gridSize || previousGridOffset != gridOffset)
|
||||
{
|
||||
gridVertexCount = _editor_grid_set(self);
|
||||
previousGridSize = gridSize;
|
||||
previousGridOffset = gridOffset;
|
||||
}
|
||||
|
||||
glUseProgram(shaderLine);
|
||||
glBindVertexArray(self->gridVAO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLine, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, (f32*)value_ptr(gridTransform));
|
||||
|
||||
glUniform4f
|
||||
(
|
||||
glGetUniformLocation(shaderLine, SHADER_UNIFORM_COLOR),
|
||||
self->settings->editorGridColorR, self->settings->editorGridColorG, self->settings->editorGridColorB, self->settings->editorGridColorA
|
||||
);
|
||||
|
||||
glDrawArrays(GL_LINES, 0, gridVertexCount);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void editor_tick(Editor* self)
|
||||
{
|
||||
self->settings->editorZoom = CLAMP(self->settings->editorZoom, EDITOR_ZOOM_MIN, EDITOR_ZOOM_MAX);
|
||||
canvas_unbind();
|
||||
}
|
||||
|
||||
void editor_free(Editor* self)
|
||||
{
|
||||
glDeleteTextures(1, &self->texture);
|
||||
glDeleteFramebuffers(1, &self->fbo);
|
||||
glDeleteRenderbuffers(1, &self->rbo);
|
||||
canvas_free(&self->canvas);
|
||||
}
|
Reference in New Issue
Block a user