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