#include "canvas.h" #include #include #include #include #include #include "math_.h" #include "texture.h" using namespace glm; using namespace anm2ed::resource; using namespace anm2ed::util; using namespace anm2ed::canvas; namespace anm2ed { constexpr float AXIS_VERTICES[] = {-1.0f, 0.0f, 1.0f, 0.0f}; constexpr float GRID_VERTICES[] = {-1.f, -1.f, 0.f, 0.f, 3.f, -1.f, 2.f, 0.f, -1.f, 3.f, 0.f, 2.f}; constexpr float RECT_VERTICES[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f}; constexpr GLuint TEXTURE_INDICES[] = {0, 1, 2, 2, 3, 0}; Canvas::Canvas() = default; Canvas::Canvas(vec2 size) { this->size = size; previousSize = size; // Axis glGenVertexArrays(1, &axisVAO); glGenBuffers(1, &axisVBO); glBindVertexArray(axisVAO); glBindBuffer(GL_ARRAY_BUFFER, axisVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(AXIS_VERTICES), AXIS_VERTICES, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); // Grid glGenVertexArrays(1, &gridVAO); glBindVertexArray(gridVAO); glGenBuffers(1, &gridVBO); glBindBuffer(GL_ARRAY_BUFFER, gridVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(GRID_VERTICES), GRID_VERTICES, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2)); glBindVertexArray(0); // Rect glGenVertexArrays(1, &rectVAO); glGenBuffers(1, &rectVBO); glBindVertexArray(rectVAO); glBindBuffer(GL_ARRAY_BUFFER, rectVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(RECT_VERTICES), RECT_VERTICES, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); // Texture glGenVertexArrays(1, &textureVAO); glGenBuffers(1, &textureVBO); glGenBuffers(1, &textureEBO); glBindVertexArray(textureVAO); glBindBuffer(GL_ARRAY_BUFFER, textureVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 4, nullptr, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, textureEBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(TEXTURE_INDICES), TEXTURE_INDICES, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); glBindVertexArray(0); // Framebuffer glGenTextures(1, &texture); glGenFramebuffers(1, &fbo); glGenRenderbuffers(1, &rbo); framebuffer_set(); } Canvas::~Canvas() { if (!is_valid()) return; glDeleteFramebuffers(1, &fbo); glDeleteRenderbuffers(1, &rbo); glDeleteTextures(1, &texture); glDeleteVertexArrays(1, &axisVAO); glDeleteBuffers(1, &axisVBO); glDeleteVertexArrays(1, &gridVAO); glDeleteBuffers(1, &gridVBO); glDeleteVertexArrays(1, &rectVAO); glDeleteBuffers(1, &rectVBO); } bool Canvas::is_valid() const { return fbo != 0; } void Canvas::framebuffer_set() const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, 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, texture, 0); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size.x, size.y); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); glBindFramebuffer(GL_FRAMEBUFFER, 0); } void Canvas::framebuffer_resize_check() { if (previousSize != size) { framebuffer_set(); previousSize = size; } } void Canvas::size_set(vec2 size) { this->size = size; framebuffer_resize_check(); } mat4 Canvas::transform_get(float zoom, vec2 pan) const { auto zoomFactor = math::percent_to_unit(zoom); auto projection = glm::ortho(0.0f, (float)size.x, 0.0f, (float)size.y, -1.0f, 1.0f); auto view = mat4{1.0f}; view = glm::translate(view, vec3((size * 0.5f) + pan, 0.0f)); view = glm::scale(view, vec3(zoomFactor, zoomFactor, 1.0f)); return projection * view; } void Canvas::axes_render(Shader& shader, float zoom, vec2 pan, vec4 color) const { auto originNDC = transform_get(zoom, pan) * vec4(0.0f, 0.0f, 0.0f, 1.0f); originNDC /= originNDC.w; glUseProgram(shader.id); glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color)); glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_ORIGIN_NDC), originNDC.x, originNDC.y); glBindVertexArray(axisVAO); glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_AXIS), 0); glDrawArrays(GL_LINES, 0, 2); glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_AXIS), 1); glDrawArrays(GL_LINES, 0, 2); glBindVertexArray(0); glUseProgram(0); } void Canvas::grid_render(Shader& shader, float zoom, vec2 pan, ivec2 size, ivec2 offset, vec4 color) const { auto transform = glm::inverse(transform_get(zoom, pan)); glUseProgram(shader.id); glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform)); glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_SIZE), (float)size.x, (float)size.y); glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_OFFSET), (float)offset.x, (float)offset.y); glUniform4f(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), color.r, color.g, color.b, color.a); glBindVertexArray(gridVAO); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); glUseProgram(0); } void Canvas::texture_render(Shader& shader, GLuint& texture, mat4& transform, vec4 tint, vec3 colorOffset, float* vertices) const { glUseProgram(shader.id); glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_TEXTURE), 0); glUniform3fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR_OFFSET), 1, value_ptr(colorOffset)); glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TINT), 1, value_ptr(tint)); glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform)); glBindVertexArray(textureVAO); glBindBuffer(GL_ARRAY_BUFFER, textureVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(TEXTURE_VERTICES), vertices, GL_DYNAMIC_DRAW); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); } void Canvas::rect_render(Shader& shader, const mat4& transform, const mat4& model, vec4 color, float dashLength, float dashGap, float dashOffset) const { glUseProgram(shader.id); glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform)); if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_MODEL); location != -1) glUniformMatrix4fv(location, 1, GL_FALSE, value_ptr(model)); glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color)); auto origin = model * vec4(0.0f, 0.0f, 0.0f, 1.0f); auto edgeX = model * vec4(1.0f, 0.0f, 0.0f, 1.0f); auto edgeY = model * vec4(0.0f, 1.0f, 0.0f, 1.0f); auto axisX = vec2(edgeX - origin); auto axisY = vec2(edgeY - origin); if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_AXIS_X); location != -1) glUniform2fv(location, 1, value_ptr(axisX)); if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_AXIS_Y); location != -1) glUniform2fv(location, 1, value_ptr(axisY)); if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_DASH_LENGTH); location != -1) glUniform1f(location, dashLength); if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_DASH_GAP); location != -1) glUniform1f(location, dashGap); if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_DASH_OFFSET); location != -1) glUniform1f(location, dashOffset); glBindVertexArray(rectVAO); glDrawArrays(GL_LINE_LOOP, 0, 4); glBindVertexArray(0); glUseProgram(0); } void Canvas::viewport_set() const { glViewport(0, 0, size.x, size.y); } void Canvas::clear(const vec4& color) const { glClearColor(color.r, color.g, color.b, color.a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void Canvas::bind() const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); } void Canvas::unbind() const { glBindFramebuffer(GL_FRAMEBUFFER, 0); } std::vector Canvas::pixels_get() const { auto count = size.x * size.y * texture::CHANNELS; std::vector pixels(count); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_ROW_LENGTH, 0); glReadPixels(0, 0, size.x, size.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); return pixels; } void Canvas::zoom_set(float& zoom, vec2& pan, vec2 focus, float step) const { auto zoomFactor = math::percent_to_unit(zoom); float newZoom = glm::clamp(math::round_nearest_multiple(zoom + step, step), ZOOM_MIN, ZOOM_MAX); if (newZoom != zoom) { float newZoomFactor = math::percent_to_unit(newZoom); pan += focus * (zoomFactor - newZoomFactor); zoom = newZoom; } } vec4 Canvas::pixel_read(vec2 position, vec2 framebufferSize) const { uint8_t rgba[4]{}; glBindTexture(GL_READ_FRAMEBUFFER, fbo); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(position.x, framebufferSize.y - 1 - position.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, rgba); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); return vec4(math::uint8_to_float(rgba[0]), math::uint8_to_float(rgba[1]), math::uint8_to_float(rgba[2]), math::uint8_to_float(rgba[3])); } vec2 Canvas::position_translate(float& zoom, vec2& pan, vec2 position) const { auto zoomFactor = math::percent_to_unit(zoom); return (position - pan - (size * 0.5f)) / zoomFactor; } void Canvas::set_to_rect(float& zoom, vec2& pan, vec4 rect) const { if (rect != vec4(-1.0f) && (rect.z > 0 && rect.w > 0)) { f32 scaleX = size.x / rect.z; f32 scaleY = size.y / rect.w; f32 fitScale = std::min(scaleX, scaleY); zoom = math::unit_to_percent(fitScale); vec2 rectCenter = {rect.x + rect.z * 0.5f, rect.y + rect.w * 0.5f}; pan = -rectCenter * fitScale; } } }