#pragma once #include #include #include "framebuffer.hpp" #include "shader.hpp" #include "types.hpp" namespace anm2ed { class Canvas : public Framebuffer { public: static constexpr float TEXTURE_VERTICES[] = {0, 0, 0.0f, 0.0f, 1, 0, 1.0f, 0.0f, 1, 1, 1.0f, 1.0f, 0, 1, 0.0f, 1.0f}; static constexpr auto PIVOT_SIZE = glm::vec2(8, 8); static constexpr auto ZOOM_MIN = 1.0f; static constexpr auto ZOOM_MAX = 2000.0f; static constexpr auto DASH_LENGTH = 4.0f; static constexpr auto DASH_GAP = 1.0f; static constexpr auto DASH_OFFSET = 1.0f; static constexpr auto STEP = 1.0f; static constexpr auto STEP_FAST = 5.0f; static constexpr auto GRID_SIZE_MIN = 1; static constexpr auto GRID_SIZE_MAX = 10000; static constexpr auto GRID_OFFSET_MIN = 0; static constexpr auto GRID_OFFSET_MAX = 10000; static constexpr auto CHECKER_SIZE = 32.0f; static constexpr float AXIS_VERTICES[] = {-1.0f, 0.0f, 1.0f, 0.0f}; static 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}; static constexpr float RECT_VERTICES[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f}; static constexpr GLuint TEXTURE_INDICES[] = {0, 1, 2, 2, 3, 0}; static constexpr auto BORDER_DASH_LENGTH = 1.0f; static constexpr auto BORDER_DASH_GAP = 0.5f; static constexpr auto BORDER_DASH_OFFSET = 0.0f; static constexpr auto PIVOT_COLOR = types::color::PINK; GLuint axisVAO{}; GLuint axisVBO{}; GLuint rectVAO{}; GLuint rectVBO{}; GLuint gridVAO{}; GLuint gridVBO{}; GLuint textureVAO{}; GLuint textureVBO{}; GLuint textureEBO{}; Canvas(); Canvas(glm::vec2); ~Canvas(); glm::mat4 transform_get(float = 100.0f, glm::vec2 = {}) const; void axes_render(resource::Shader&, float, glm::vec2, glm::vec4 = glm::vec4(1.0f)) const; void grid_render(resource::Shader&, float, glm::vec2, glm::ivec2 = glm::ivec2(32, 32), glm::ivec2 = {}, glm::vec4 = glm::vec4(1.0f)) const; void texture_render(resource::Shader&, GLuint&, glm::mat4 = {1.0f}, glm::vec4 = glm::vec4(1.0f), glm::vec3 = {}, float* = (float*)TEXTURE_VERTICES) const; void rect_fill_render(resource::Shader&, const glm::mat4&, const glm::mat4&, glm::vec4 = glm::vec4(1.0f)) const; void rect_render(resource::Shader&, const glm::mat4&, const glm::mat4&, glm::vec4 = glm::vec4(1.0f), float dashLength = DASH_LENGTH, float dashGap = DASH_GAP, float dashOffset = DASH_OFFSET) const; void zoom_set(float&, glm::vec2&, glm::vec2, float) const; glm::vec2 position_translate(float&, glm::vec2&, glm::vec2) const; void set_to_rect(float& zoom, glm::vec2& pan, glm::vec4 rect) const; }; }