Tentative design of Layer View. Fix of UV coordinates for Mesh.

This commit is contained in:
brunoherbelin
2020-05-17 22:27:38 +02:00
parent 569a097c4a
commit 69a58de026
8 changed files with 84 additions and 59 deletions

View File

@@ -44,6 +44,24 @@ void View::update(float dt)
scene.update( dt );
}
void View::drag (glm::vec2 from, glm::vec2 to)
{
static glm::vec3 start_translation = glm::vec3(0.f);
static glm::vec2 start_position = glm::vec2(0.f);
if ( start_position != from ) {
start_position = from;
start_translation = scene.root()->translation_;
}
// unproject
glm::vec3 gl_Position_from = Rendering::manager().unProject(from);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to);
// compute delta translation
scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from;
}
MixingView::MixingView() : View(MIXING)
{
// read default settings
@@ -88,24 +106,6 @@ void MixingView::zoom( float factor )
scene.root()->scale_.y = z;
}
void MixingView::drag (glm::vec2 from, glm::vec2 to)
{
static glm::vec3 start_translation = glm::vec3(0.f);
static glm::vec2 start_position = glm::vec2(0.f);
if ( start_position != from ) {
start_position = from;
start_translation = scene.root()->translation_;
}
// unproject
glm::vec3 gl_Position_from = Rendering::manager().unProject(from);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to);
// compute delta translation
scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from;
}
void MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node *, glm::vec2>)
{
@@ -264,25 +264,6 @@ void GeometryView::zoom( float factor )
scene.root()->scale_.y = z;
}
void GeometryView::drag (glm::vec2 from, glm::vec2 to)
{
static glm::vec3 start_translation = glm::vec3(0.f);
static glm::vec2 start_position = glm::vec2(0.f);
if ( start_position != from ) {
start_position = from;
start_translation = scene.root()->translation_;
}
// unproject
glm::vec3 gl_Position_from = Rendering::manager().unProject(from);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to);
// compute delta translation
scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from;
}
void GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node *, glm::vec2> pick)
{
// work on the given source
@@ -349,7 +330,7 @@ void GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node
}
LayerView::LayerView() : View(LAYER)
LayerView::LayerView() : View(LAYER), aspect_ratio(1.f)
{
// read default settings
if ( Settings::application.views[View::LAYER].name.empty() ) {
@@ -365,9 +346,14 @@ LayerView::LayerView() : View(LAYER)
Surface *rect = new Surface;
scene.bg()->attach(rect);
Mesh *persp = new Mesh("mesh/perspective_layer.ply");
persp->translation_.z = -0.1f;
scene.bg()->attach(persp);
Frame *border = new Frame(Frame::SHARP_THIN);
border->color = glm::vec4( 0.8f, 0.f, 0.8f, 1.f );
scene.bg()->attach(border);
}
LayerView::~LayerView()
@@ -377,6 +363,15 @@ LayerView::~LayerView()
void LayerView::draw ()
{
// update rendering of render frame
FrameBuffer *output = Mixer::manager().session()->frame();
if (output)
aspect_ratio = output->aspectRatio();
for (NodeSet::iterator node = scene.bg()->begin(); node != scene.bg()->end(); node++) {
(*node)->scale_.x = aspect_ratio;
}
// draw scene of this view
scene.root()->draw(glm::identity<glm::mat4>(), Rendering::manager().Projection());
@@ -390,13 +385,33 @@ void LayerView::zoom (float factor)
scene.root()->scale_.y = z;
}
void LayerView::drag (glm::vec2 from, glm::vec2 to)
{
}
void LayerView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node *, glm::vec2> pick)
{
if (!s)
return;
Group *sourceNode = s->group(View::LAYER);
static glm::vec3 start_translation = glm::vec3(0.f);
static glm::vec2 start_position = glm::vec2(0.f);
if ( start_position != from ) {
start_position = from;
start_translation = sourceNode->translation_;
}
// unproject
glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
// compute delta translation
sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from;
// diagonal movement only
sourceNode->translation_.x = CLAMP( sourceNode->translation_.x, -10.f, 0.f);
sourceNode->translation_.y = sourceNode->translation_.x / aspect_ratio;
}