254 lines
8.5 KiB
C++
254 lines
8.5 KiB
C++
#include "canvas.h"
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#include <algorithm>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "math_.h"
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using namespace glm;
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using namespace anm2ed::resource;
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using namespace anm2ed::util;
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using namespace anm2ed::canvas;
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namespace anm2ed
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{
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constexpr float AXIS_VERTICES[] = {-1.0f, 0.0f, 1.0f, 0.0f};
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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};
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constexpr float RECT_VERTICES[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
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constexpr GLuint TEXTURE_INDICES[] = {0, 1, 2, 2, 3, 0};
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Canvas::Canvas() = default;
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Canvas::Canvas(vec2 size)
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{
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Framebuffer::size_set(size);
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// Axis
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glGenVertexArrays(1, &axisVAO);
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glGenBuffers(1, &axisVBO);
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glBindVertexArray(axisVAO);
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glBindBuffer(GL_ARRAY_BUFFER, axisVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(AXIS_VERTICES), AXIS_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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// Grid
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glGenVertexArrays(1, &gridVAO);
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glBindVertexArray(gridVAO);
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glGenBuffers(1, &gridVBO);
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glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GRID_VERTICES), GRID_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
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glBindVertexArray(0);
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// Rect
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glGenVertexArrays(1, &rectVAO);
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glGenBuffers(1, &rectVBO);
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glBindVertexArray(rectVAO);
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glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(RECT_VERTICES), RECT_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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// Texture
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glGenVertexArrays(1, &textureVAO);
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glGenBuffers(1, &textureVBO);
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glGenBuffers(1, &textureEBO);
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glBindVertexArray(textureVAO);
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glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 4, nullptr, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, textureEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(TEXTURE_INDICES), TEXTURE_INDICES, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glBindVertexArray(0);
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}
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Canvas::~Canvas()
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{
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if (!Framebuffer::is_valid()) return;
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glDeleteVertexArrays(1, &axisVAO);
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glDeleteBuffers(1, &axisVBO);
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glDeleteVertexArrays(1, &gridVAO);
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glDeleteBuffers(1, &gridVBO);
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glDeleteVertexArrays(1, &rectVAO);
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glDeleteBuffers(1, &rectVBO);
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}
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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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auto view = mat4{1.0f};
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view = glm::translate(view, vec3((size * 0.5f) + pan, 0.0f));
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view = glm::scale(view, vec3(zoomFactor, zoomFactor, 1.0f));
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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) 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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glUseProgram(shader.id);
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glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color));
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glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_ORIGIN_NDC), originNDC.x, originNDC.y);
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glBindVertexArray(axisVAO);
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glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_AXIS), 0);
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glDrawArrays(GL_LINES, 0, 2);
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glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_AXIS), 1);
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glDrawArrays(GL_LINES, 0, 2);
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glBindVertexArray(0);
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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) const
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{
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auto transform = glm::inverse(transform_get(zoom, pan));
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glUseProgram(shader.id);
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glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
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glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_SIZE), (float)size.x, (float)size.y);
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glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_OFFSET), (float)offset.x, (float)offset.y);
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glUniform4f(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), color.r, color.g, color.b, color.a);
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glBindVertexArray(gridVAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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glUseProgram(0);
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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) const
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{
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glUseProgram(shader.id);
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glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_TEXTURE), 0);
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glUniform3fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR_OFFSET), 1, value_ptr(colorOffset));
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glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TINT), 1, value_ptr(tint));
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glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
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glBindVertexArray(textureVAO);
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glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(TEXTURE_VERTICES), vertices, GL_DYNAMIC_DRAW);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgram(0);
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glEnable(GL_BLEND);
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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) const
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{
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glUseProgram(shader.id);
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glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
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if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_MODEL); location != -1)
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glUniformMatrix4fv(location, 1, GL_FALSE, value_ptr(model));
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glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color));
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auto origin = model * vec4(0.0f, 0.0f, 0.0f, 1.0f);
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auto edgeX = model * vec4(1.0f, 0.0f, 0.0f, 1.0f);
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auto edgeY = model * vec4(0.0f, 1.0f, 0.0f, 1.0f);
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auto axisX = vec2(edgeX - origin);
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auto axisY = vec2(edgeY - origin);
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if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_AXIS_X); location != -1)
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glUniform2fv(location, 1, value_ptr(axisX));
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if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_AXIS_Y); location != -1)
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glUniform2fv(location, 1, value_ptr(axisY));
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if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_DASH_LENGTH); location != -1)
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glUniform1f(location, dashLength);
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if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_DASH_GAP); location != -1)
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glUniform1f(location, dashGap);
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if (auto location = glGetUniformLocation(shader.id, shader::UNIFORM_DASH_OFFSET); location != -1)
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glUniform1f(location, dashOffset);
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glBindVertexArray(rectVAO);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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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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if (newZoom != zoom)
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{
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float newZoomFactor = math::percent_to_unit(newZoom);
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pan += focus * (zoomFactor - newZoomFactor);
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zoom = newZoom;
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}
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}
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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) 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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f32 scaleX = size.x / rect.z;
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f32 scaleY = size.y / rect.w;
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f32 fitScale = std::min(scaleX, scaleY);
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zoom = math::unit_to_percent(fitScale);
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vec2 rectCenter = {rect.x + rect.z * 0.5f, rect.y + rect.w * 0.5f};
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pan = -rectCenter * fitScale;
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}
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}
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}
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