mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-06 16:00:00 +01:00
Renamed Appearance view to Texture view.
This commit is contained in:
80
Source.cpp
80
Source.cpp
@@ -133,48 +133,48 @@ Source::Source() : initialized_(false), symbol_(nullptr), active_(true), locked_
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groups_[View::LAYER]->attach(overlays_[View::LAYER]);
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// default appearance node
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groups_[View::APPEARANCE] = new Group;
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groups_[View::APPEARANCE]->visible_ = false;
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groups_[View::TEXTURE] = new Group;
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groups_[View::TEXTURE]->visible_ = false;
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frames_[View::APPEARANCE] = new Switch;
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frames_[View::TEXTURE] = new Switch;
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frame = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 0.7f);
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frames_[View::APPEARANCE]->attach(frame);
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frames_[View::TEXTURE]->attach(frame);
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frame = new Frame(Frame::SHARP, Frame::LARGE, Frame::NONE);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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frames_[View::APPEARANCE]->attach(frame);
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groups_[View::APPEARANCE]->attach(frames_[View::APPEARANCE]);
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frames_[View::TEXTURE]->attach(frame);
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groups_[View::TEXTURE]->attach(frames_[View::TEXTURE]);
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overlays_[View::APPEARANCE] = new Group;
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overlays_[View::APPEARANCE]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->visible_ = false;
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handles_[View::APPEARANCE][Handles::RESIZE] = new Handles(Handles::RESIZE);
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handles_[View::APPEARANCE][Handles::RESIZE]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::APPEARANCE][Handles::RESIZE]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->attach(handles_[View::APPEARANCE][Handles::RESIZE]);
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handles_[View::APPEARANCE][Handles::RESIZE_H] = new Handles(Handles::RESIZE_H);
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handles_[View::APPEARANCE][Handles::RESIZE_H]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::APPEARANCE][Handles::RESIZE_H]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->attach(handles_[View::APPEARANCE][Handles::RESIZE_H]);
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handles_[View::APPEARANCE][Handles::RESIZE_V] = new Handles(Handles::RESIZE_V);
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handles_[View::APPEARANCE][Handles::RESIZE_V]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::APPEARANCE][Handles::RESIZE_V]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->attach(handles_[View::APPEARANCE][Handles::RESIZE_V]);
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handles_[View::APPEARANCE][Handles::ROTATE] = new Handles(Handles::ROTATE);
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handles_[View::APPEARANCE][Handles::ROTATE]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::APPEARANCE][Handles::ROTATE]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->attach(handles_[View::APPEARANCE][Handles::ROTATE]);
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handles_[View::APPEARANCE][Handles::SCALE] = new Handles(Handles::SCALE);
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handles_[View::APPEARANCE][Handles::SCALE]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::APPEARANCE][Handles::SCALE]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->attach(handles_[View::APPEARANCE][Handles::SCALE]);
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handles_[View::APPEARANCE][Handles::MENU] = new Handles(Handles::MENU);
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handles_[View::APPEARANCE][Handles::MENU]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::APPEARANCE][Handles::MENU]->translation_.z = 0.1;
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overlays_[View::APPEARANCE]->attach(handles_[View::APPEARANCE][Handles::MENU]);
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groups_[View::APPEARANCE]->attach(overlays_[View::APPEARANCE]);
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overlays_[View::TEXTURE] = new Group;
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overlays_[View::TEXTURE]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->visible_ = false;
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handles_[View::TEXTURE][Handles::RESIZE] = new Handles(Handles::RESIZE);
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handles_[View::TEXTURE][Handles::RESIZE]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::TEXTURE][Handles::RESIZE]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->attach(handles_[View::TEXTURE][Handles::RESIZE]);
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handles_[View::TEXTURE][Handles::RESIZE_H] = new Handles(Handles::RESIZE_H);
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handles_[View::TEXTURE][Handles::RESIZE_H]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::TEXTURE][Handles::RESIZE_H]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->attach(handles_[View::TEXTURE][Handles::RESIZE_H]);
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handles_[View::TEXTURE][Handles::RESIZE_V] = new Handles(Handles::RESIZE_V);
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handles_[View::TEXTURE][Handles::RESIZE_V]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::TEXTURE][Handles::RESIZE_V]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->attach(handles_[View::TEXTURE][Handles::RESIZE_V]);
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handles_[View::TEXTURE][Handles::ROTATE] = new Handles(Handles::ROTATE);
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handles_[View::TEXTURE][Handles::ROTATE]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::TEXTURE][Handles::ROTATE]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->attach(handles_[View::TEXTURE][Handles::ROTATE]);
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handles_[View::TEXTURE][Handles::SCALE] = new Handles(Handles::SCALE);
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handles_[View::TEXTURE][Handles::SCALE]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::TEXTURE][Handles::SCALE]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->attach(handles_[View::TEXTURE][Handles::SCALE]);
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handles_[View::TEXTURE][Handles::MENU] = new Handles(Handles::MENU);
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handles_[View::TEXTURE][Handles::MENU]->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f);
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handles_[View::TEXTURE][Handles::MENU]->translation_.z = 0.1;
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overlays_[View::TEXTURE]->attach(handles_[View::TEXTURE][Handles::MENU]);
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groups_[View::TEXTURE]->attach(overlays_[View::TEXTURE]);
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// empty transition node
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groups_[View::TRANSITION] = new Group;
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@@ -243,7 +243,7 @@ Source::~Source()
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delete groups_[View::MIXING];
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delete groups_[View::GEOMETRY];
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delete groups_[View::LAYER];
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delete groups_[View::APPEARANCE];
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delete groups_[View::TEXTURE];
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delete groups_[View::TRANSITION];
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groups_.clear();
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@@ -295,7 +295,7 @@ void Source::setMode(Source::Mode m)
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(*o).second->visible_ = current & !locked_;
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// show in appearance view if current
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groups_[View::APPEARANCE]->visible_ = m > Source::VISIBLE;
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groups_[View::TEXTURE]->visible_ = m > Source::VISIBLE;
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mode_ = m;
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}
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@@ -381,7 +381,7 @@ void Source::attach(FrameBuffer *renderbuffer)
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// for views showing a scaled mixing surface, a dedicated transparent surface allows grabbing
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Surface *surfacetmp = new Surface();
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surfacetmp->setTextureIndex(Resource::getTextureTransparent());
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groups_[View::APPEARANCE]->attach(surfacetmp);
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groups_[View::TEXTURE]->attach(surfacetmp);
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groups_[View::MIXING]->attach(surfacetmp);
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groups_[View::LAYER]->attach(surfacetmp);
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@@ -570,11 +570,11 @@ void Source::update(float dt)
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// Aspect Ratio correction transform : coordinates of Appearance Frame are scaled by render buffer width
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glm::mat4 Ar = glm::scale(glm::identity<glm::mat4>(), glm::vec3(renderbuffer_->aspectRatio(), 1.f, 1.f) );
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// Translation : same as Appearance Frame (modified by Ar)
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glm::mat4 Tra = glm::translate(glm::identity<glm::mat4>(), groups_[View::APPEARANCE]->translation_);
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glm::mat4 Tra = glm::translate(glm::identity<glm::mat4>(), groups_[View::TEXTURE]->translation_);
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// Scaling : inverse scaling (larger UV when smaller Appearance Frame)
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glm::mat4 Sca = glm::scale(glm::identity<glm::mat4>(), glm::vec3(groups_[View::APPEARANCE]->scale_.x,groups_[View::APPEARANCE]->scale_.y, 1.f));
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glm::mat4 Sca = glm::scale(glm::identity<glm::mat4>(), glm::vec3(groups_[View::TEXTURE]->scale_.x,groups_[View::TEXTURE]->scale_.y, 1.f));
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// Rotation : same angle than Appearance Frame, inverted axis
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glm::mat4 Rot = glm::rotate(glm::identity<glm::mat4>(), groups_[View::APPEARANCE]->rotation_.z, glm::vec3(0.f, 0.f, -1.f) );
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glm::mat4 Rot = glm::rotate(glm::identity<glm::mat4>(), groups_[View::TEXTURE]->rotation_.z, glm::vec3(0.f, 0.f, -1.f) );
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// Combine transformations (non transitive) in this order:
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// 1. switch to Scene coordinate system
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// 2. Apply the aspect ratio correction
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