// Opengl #include #include #include #include #include #include #include #include #include "imgui.h" #include "ImGuiToolkit.h" #include "defines.h" #include "Mixer.h" #include "Source.h" #include "Settings.h" #include "Resource.h" #include "PickingVisitor.h" #include "DrawVisitor.h" #include "Decorations.h" #include "UserInterfaceManager.h" #include "ActionManager.h" #include "DialogToolkit.h" #include "Log.h" #include "TextureView.h" #define MASK_PAINT_ACTION_LABEL "Mask Paint" TextureView::TextureView() : View(TEXTURE), edit_source_(nullptr), need_edit_update_(true) { scene.root()->scale_ = glm::vec3(APPEARANCE_DEFAULT_SCALE, APPEARANCE_DEFAULT_SCALE, 1.0f); scene.root()->translation_ = glm::vec3(0.8f, 0.f, 0.0f); // read default settings if ( Settings::application.views[mode_].name.empty() ) { // no settings found: store application default Settings::application.views[mode_].name = "Texture"; saveSettings(); } else restoreSettings(); // // Scene background // // global dark Surface *tmp = new Surface( new Shader); tmp->scale_ = glm::vec3(20.f, 20.f, 1.f); tmp->shader()->color = glm::vec4( 0.1f, 0.1f, 0.1f, 0.6f ); scene.bg()->attach(tmp); // frame showing the source original shape background_surface_= new Surface( new Shader); background_surface_->scale_ = glm::vec3(20.f, 20.f, 1.f); background_surface_->shader()->color = glm::vec4( COLOR_BGROUND, 1.0f ); scene.bg()->attach(background_surface_); background_frame_ = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE); background_frame_->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 0.6f ); scene.bg()->attach(background_frame_); // frame with checkerboard background to show cropped preview preview_checker_ = new ImageSurface("images/checker.dds"); static glm::mat4 Tra = glm::scale(glm::translate(glm::identity(), glm::vec3( -32.f, -32.f, 0.f)), glm::vec3( 64.f, 64.f, 1.f)); preview_checker_->shader()->iTransform = Tra; scene.bg()->attach(preview_checker_); preview_frame_ = new Frame(Frame::SHARP, Frame::THIN, Frame::GLOW); preview_frame_->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f ); scene.bg()->attach(preview_frame_); // marks on the frame to show scale show_scale_ = false; horizontal_mark_ = new Mesh("mesh/h_mark.ply"); horizontal_mark_->translation_ = glm::vec3(0.f, -1.f, 0.0f); horizontal_mark_->scale_ = glm::vec3(2.5f, -2.5f, 0.0f); horizontal_mark_->rotation_.z = M_PI; horizontal_mark_->shader()->color = glm::vec4( COLOR_TRANSITION_LINES, 0.9f ); scene.bg()->attach(horizontal_mark_); vertical_mark_ = new Mesh("mesh/h_mark.ply"); vertical_mark_->translation_ = glm::vec3(-1.0f, 0.0f, 0.0f); vertical_mark_->scale_ = glm::vec3(2.5f, -2.5f, 0.0f); vertical_mark_->rotation_.z = M_PI_2; vertical_mark_->shader()->color = glm::vec4( COLOR_TRANSITION_LINES, 0.9f ); scene.bg()->attach(vertical_mark_); // // surface to show the texture of the source // preview_shader_ = new ImageShader; preview_surface_ = new Surface(preview_shader_); // to attach source preview preview_surface_->translation_.z = 0.002f; scene.bg()->attach(preview_surface_); // // User interface foreground // // Mask manipulation mask_node_ = new Group; mask_square_ = new Frame(Frame::SHARP, Frame::LARGE, Frame::NONE); mask_square_->color = glm::vec4( COLOR_APPEARANCE_MASK, 1.f ); mask_node_->attach(mask_square_); mask_circle_ = new Mesh("mesh/circle.ply"); mask_circle_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 1.f ); mask_node_->attach(mask_circle_); mask_horizontal_ = new Mesh("mesh/h_line.ply"); mask_horizontal_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 1.f ); mask_horizontal_->scale_.x = 1.0f; mask_horizontal_->scale_.y = 3.0f; mask_node_->attach(mask_horizontal_); mask_vertical_ = new Group; Mesh *line = new Mesh("mesh/h_line.ply"); line->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 1.f ); line->scale_.x = 1.0f; line->scale_.y = 3.0f; line->rotation_.z = M_PI_2; mask_vertical_->attach(line); mask_node_->attach(mask_vertical_); scene.fg()->attach(mask_node_); // Source manipulation (texture coordinates) // // point to show POSITION overlay_position_ = new Symbol(Symbol::SQUARE_POINT); overlay_position_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_position_->scale_ = glm::vec3(0.5f, 0.5f, 1.f); scene.fg()->attach(overlay_position_); overlay_position_->visible_ = false; // cross to show the axis for POSITION overlay_position_cross_ = new Symbol(Symbol::GRID); overlay_position_cross_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_position_cross_->scale_ = glm::vec3(0.5f, 0.5f, 1.f); scene.fg()->attach(overlay_position_cross_); overlay_position_cross_->visible_ = false; // 'grid' : tic marks every 0.1 step for SCALING // with dark background Group *g = new Group; Symbol *s = new Symbol(Symbol::GRID); s->scale_ = glm::vec3(1.655f, 1.655f, 1.f); s->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); g->attach(s); s = new Symbol(Symbol::SQUARE_POINT); s->color = glm::vec4(0.f, 0.f, 0.f, 0.2f); s->scale_ = glm::vec3(18.f, 18.f, 1.f); s->translation_.z = -0.1; g->attach(s); overlay_scaling_grid_ = g; overlay_scaling_grid_->scale_ = glm::vec3(0.3f, 0.3f, 1.f); scene.fg()->attach(overlay_scaling_grid_); overlay_scaling_grid_->visible_ = false; // cross in the square for proportional SCALING overlay_scaling_cross_ = new Symbol(Symbol::CROSS); overlay_scaling_cross_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_scaling_cross_->scale_ = glm::vec3(0.3f, 0.3f, 1.f); scene.fg()->attach(overlay_scaling_cross_); overlay_scaling_cross_->visible_ = false; // square to show the center of SCALING overlay_scaling_ = new Symbol(Symbol::SQUARE); overlay_scaling_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_scaling_->scale_ = glm::vec3(0.3f, 0.3f, 1.f); scene.fg()->attach(overlay_scaling_); overlay_scaling_->visible_ = false; // 'clock' : tic marks every 10 degrees for ROTATION // with dark background g = new Group; s = new Symbol(Symbol::CLOCK); s->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); g->attach(s); s = new Symbol(Symbol::CIRCLE_POINT); s->color = glm::vec4(0.f, 0.f, 0.f, 0.25f); s->scale_ = glm::vec3(28.f, 28.f, 1.f); s->translation_.z = -0.1; g->attach(s); overlay_rotation_clock_ = g; overlay_rotation_clock_->scale_ = glm::vec3(0.25f, 0.25f, 1.f); scene.fg()->attach(overlay_rotation_clock_); overlay_rotation_clock_->visible_ = false; // circle to show fixed-size ROTATION overlay_rotation_clock_hand_ = new Symbol(Symbol::CLOCK_H); overlay_rotation_clock_hand_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_rotation_clock_hand_->scale_ = glm::vec3(0.25f, 0.25f, 1.f); scene.fg()->attach(overlay_rotation_clock_hand_); overlay_rotation_clock_hand_->visible_ = false; overlay_rotation_fix_ = new Symbol(Symbol::SQUARE); overlay_rotation_fix_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_rotation_fix_->scale_ = glm::vec3(0.25f, 0.25f, 1.f); scene.fg()->attach(overlay_rotation_fix_); overlay_rotation_fix_->visible_ = false; // circle to show the center of ROTATION overlay_rotation_ = new Symbol(Symbol::CIRCLE); overlay_rotation_->color = glm::vec4( COLOR_APPEARANCE_SOURCE, 1.f ); overlay_rotation_->scale_ = glm::vec3(0.25f, 0.25f, 1.f); scene.fg()->attach(overlay_rotation_); overlay_rotation_->visible_ = false; // Mask draw mask_cursor_paint_ = 0; mask_cursor_shape_ = 0; stored_mask_size_ = glm::vec3(0.f); mask_cursor_circle_ = new Mesh("mesh/icon_circle.ply"); mask_cursor_circle_->scale_ = glm::vec3(0.2f, 0.2f, 1.f); mask_cursor_circle_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 0.8f ); mask_cursor_circle_->visible_ = false; scene.fg()->attach(mask_cursor_circle_); mask_cursor_square_ = new Mesh("mesh/icon_square.ply"); mask_cursor_square_->scale_ = glm::vec3(0.2f, 0.2f, 1.f); mask_cursor_square_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 0.8f ); mask_cursor_square_->visible_ = false; scene.fg()->attach(mask_cursor_square_); mask_cursor_crop_ = new Mesh("mesh/icon_crop.ply"); mask_cursor_crop_->scale_ = glm::vec3(1.4f, 1.4f, 1.f); mask_cursor_crop_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 0.9f ); mask_cursor_crop_->visible_ = false; scene.fg()->attach(mask_cursor_crop_); stored_mask_size_ = glm::vec3(0.f); show_cursor_forced_ = false; } void TextureView::update(float dt) { View::update(dt); // a more complete update is requested (e.g. after switching to view) if (View::need_deep_update_ > 0 || edit_source_ != Mixer::manager().currentSource()) { need_edit_update_ = true; } } void TextureView::resize ( int scale ) { float z = CLAMP(0.01f * (float) scale, 0.f, 1.f); z *= z; z *= APPEARANCE_MAX_SCALE - APPEARANCE_MIN_SCALE; z += APPEARANCE_MIN_SCALE; scene.root()->scale_.x = z; scene.root()->scale_.y = z; // Clamp translation to acceptable area glm::vec3 border(scene.root()->scale_.x * 1.5, scene.root()->scale_.y * 1.5, 0.f); scene.root()->translation_ = glm::clamp(scene.root()->translation_, -border, border); } int TextureView::size () { float z = (scene.root()->scale_.x - APPEARANCE_MIN_SCALE) / (APPEARANCE_MAX_SCALE - APPEARANCE_MIN_SCALE); return (int) ( sqrt(z) * 100.f); } void TextureView::select(glm::vec2 A, glm::vec2 B) { // unproject mouse coordinate into scene coordinates glm::vec3 scene_point_A = Rendering::manager().unProject(A); glm::vec3 scene_point_B = Rendering::manager().unProject(B); // picking visitor traverses the scene PickingVisitor pv(scene_point_A, scene_point_B, true); // here is the difference scene.accept(pv); // picking visitor found nodes in the area? if ( !pv.empty()) { // create a list of source matching the list of picked nodes SourceList selection; // loop over the nodes and add all sources found. for(std::vector< std::pair >::const_reverse_iterator p = pv.rbegin(); p != pv.rend(); ++p){ Source *s = Mixer::manager().findSource( p->first ); if (canSelect(s)) selection.push_back( s ); } // set the selection with list of picked (overlaped) sources Mixer::selection().set(selection); } else // reset selection Mixer::selection().clear(); } bool TextureView::canSelect(Source *s) { return ( s!=nullptr && ( s == Mixer::manager().currentSource() || s == edit_source_ )); } View::Cursor TextureView::over (glm::vec2 pos) { mask_cursor_circle_->visible_ = false; mask_cursor_square_->visible_ = false; mask_cursor_crop_->visible_ = false; if (edit_source_ != nullptr) { glm::vec3 scene_pos = Rendering::manager().unProject(pos, scene.root()->transform_); glm::vec2 P(scene_pos); glm::vec2 S(preview_surface_->scale_); mask_cursor_circle_->translation_ = glm::vec3(P, 0.f); mask_cursor_square_->translation_ = glm::vec3(P, 0.f); mask_cursor_crop_->translation_ = glm::vec3(P, 0.f); ImGuiIO& io = ImGui::GetIO(); if (!io.WantCaptureMouse || show_cursor_forced_) { // show paint brush cursor if (edit_source_->maskShader()->mode == MaskShader::PAINT) { if (mask_cursor_paint_ > 0) { S += glm::vec2(Settings::application.brush.x); if ( ABS(P.x) < S.x && ABS(P.y) < S.y ) { mask_cursor_circle_->visible_ = Settings::application.brush.z < 1.0; mask_cursor_square_->visible_ = Settings::application.brush.z > 0.0; edit_source_->maskShader()->option = mask_cursor_paint_; if (mask_cursor_paint_ > 1) { ImVec4 c = ImGuiToolkit::HighlightColor(false); mask_cursor_circle_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f ); mask_cursor_square_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f ); } else { ImVec4 c = ImGuiToolkit::HighlightColor(); mask_cursor_circle_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f ); mask_cursor_square_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f ); } } else { edit_source_->maskShader()->option = 0; } } } // show crop cursor else if (edit_source_->maskShader()->mode == MaskShader::SHAPE) { if (mask_cursor_shape_ > 0) { mask_cursor_crop_->visible_ = true; mask_cursor_crop_->scale_ = glm::vec3(1.4f /scene.root()->scale_.x, 1.4f / scene.root()->scale_.x, 1.f); } } } } return Cursor(); } std::pair TextureView::pick(glm::vec2 P) { // prepare empty return value std::pair pick = { nullptr, glm::vec2(0.f) }; // unproject mouse coordinate into scene coordinates glm::vec3 scene_point_ = Rendering::manager().unProject(P); // picking visitor traverses the scene (force to find source) PickingVisitor pv(scene_point_, true); scene.accept(pv); // picking visitor found nodes? if ( !pv.empty()) { // keep edit source active if it is clicked // AND if the cursor is not for drawing Source *current = edit_source_; if (current != nullptr) { // special case for drawing in the mask if ( current->maskShader()->mode == MaskShader::PAINT && mask_cursor_paint_ > 0) { pick = { mask_cursor_circle_, P }; return pick; } // special case for cropping the mask shape else if ( current->maskShader()->mode == MaskShader::SHAPE && mask_cursor_shape_ > 0) { pick = { mask_cursor_crop_, P }; return pick; } // find if the edit source was picked auto itp = pv.rbegin(); for (; itp != pv.rend(); itp++){ // test if source contains this node Source::hasNode is_in_source( (*itp).first ); if ( is_in_source( current ) ){ // a node in the current source was clicked ! pick = *itp; break; } } // not found: the edit source was not clicked if ( itp == pv.rend() ) { current = nullptr; } // picking on the menu handle else if ( !current->locked() && pick.first == current->handles_[mode_][Handles::MENU] ) { // show context menu openContextMenu(MENU_SOURCE); } // pick on the lock icon; unlock source else if ( UserInterface::manager().ctrlModifier() && pick.first == current->lock_ ) { lock(current, false); pick = { current->locker_, pick.second }; } // pick on the open lock icon; lock source and cancel pick else if ( UserInterface::manager().ctrlModifier() && pick.first == current->unlock_ ) { lock(current, true); current = nullptr; } } // not the edit source (or no edit source) if (current == nullptr) { // cancel pick pick = { nullptr, glm::vec2(0.f) }; } } return pick; } void TextureView::adjustBackground() { // by default consider edit source is null mask_node_->visible_ = false; float image_original_width = 1.f; glm::vec3 scale = glm::vec3(1.f); preview_surface_->setTextureIndex( Resource::getTextureTransparent() ); // if its a valid index if (edit_source_ != nullptr) { // update rendering frame to match edit source AR image_original_width = edit_source_->frame()->aspectRatio(); scale = edit_source_->mixingsurface_->scale_; preview_surface_->setTextureIndex( edit_source_->frame()->texture() ); preview_shader_->mask_texture = edit_source_->blendingShader()->mask_texture; preview_surface_->scale_ = scale; // mask appearance mask_node_->visible_ = edit_source_->maskShader()->mode > MaskShader::PAINT && mask_cursor_shape_ > 0; int shape = edit_source_->maskShader()->shape; mask_circle_->visible_ = shape == MaskShader::ELIPSE; mask_square_->visible_ = shape == MaskShader::OBLONG || shape == MaskShader::RECTANGLE; mask_horizontal_->visible_ = shape == MaskShader::HORIZONTAL; mask_vertical_->visible_ = shape == MaskShader::VERTICAL; // symetrical shapes if ( shape < MaskShader::HORIZONTAL){ mask_node_->scale_ = scale * glm::vec3(edit_source_->maskShader()->size, 1.f); mask_node_->translation_ = glm::vec3(0.f); } // vertical else if ( shape > MaskShader::HORIZONTAL ) { mask_node_->scale_ = glm::vec3(1.f, scale.y, 1.f); mask_node_->translation_ = glm::vec3(edit_source_->maskShader()->size.x * scale.x, 0.f, 0.f); } // horizontal else { mask_node_->scale_ = glm::vec3(scale.x, 1.f, 1.f); mask_node_->translation_ = glm::vec3(0.f, edit_source_->maskShader()->size.y * scale.y, 0.f); } } // background scene background_surface_->scale_.x = image_original_width; background_surface_->scale_.y = 1.f; background_frame_->scale_.x = image_original_width; vertical_mark_->translation_.x = -image_original_width; preview_frame_->scale_ = scale; preview_checker_->scale_ = scale; glm::mat4 Ar = glm::scale(glm::identity(), scale ); static glm::mat4 Tra = glm::scale(glm::translate(glm::identity(), glm::vec3( -32.f, -32.f, 0.f)), glm::vec3( 64.f, 64.f, 1.f)); preview_checker_->shader()->iTransform = Ar * Tra; } Source *TextureView::getEditOrCurrentSource() { // cancel multiple selection if (Mixer::selection().size() > 1) { Source *s = Mixer::manager().currentSource(); Mixer::manager().unsetCurrentSource(); if ( s == nullptr ) s = Mixer::selection().front(); Mixer::selection().clear(); Mixer::manager().setCurrentSource(s); } // get current source Source *_source = Mixer::manager().currentSource(); // no current source? if (_source == nullptr) { // if something can be selected if ( !Mixer::manager().session()->empty()) { // return the edit source, if exists if (edit_source_ != nullptr) _source = Mixer::manager().findSource(edit_source_->id()); } } return _source; } void TextureView::draw() { // edit view needs to be updated (source changed) if ( need_edit_update_ ) { need_edit_update_ = false; // now, follow the change of current source // & remember source to edit edit_source_ = getEditOrCurrentSource(); // update background and frame to match editsource adjustBackground(); } // draw marks in axis if (edit_source_ != nullptr && show_scale_){ if (edit_source_->maskShader()->shape != MaskShader::HORIZONTAL){ DrawVisitor dv(horizontal_mark_, Rendering::manager().Projection()); glm::vec3 dT = glm::vec3( -0.2f * edit_source_->mixingsurface_->scale_.x, 0.f, 0.f); glm::mat4 T = glm::translate(glm::identity(), dT); dv.loop(6, T); scene.accept(dv); dT = glm::vec3( +0.2f * edit_source_->mixingsurface_->scale_.x, 0.f, 0.f); T = glm::translate(glm::identity(), dT); dv.loop(6, T); scene.accept(dv); } if (edit_source_->maskShader()->shape != MaskShader::VERTICAL){ DrawVisitor dv(vertical_mark_, Rendering::manager().Projection()); glm::vec3 dT = glm::vec3( 0.f, -0.2f * edit_source_->mixingsurface_->scale_.y, 0.f); glm::mat4 T = glm::translate(glm::identity(), dT); dv.loop(6, T); scene.accept(dv); dT = glm::vec3( 0.f, +0.2f * edit_source_->mixingsurface_->scale_.y, 0.f); T = glm::translate(glm::identity(), dT); dv.loop(6, T); scene.accept(dv); } } // draw general view Shader::force_blending_opacity = true; View::draw(); Shader::force_blending_opacity = false; // if source active if (edit_source_ != nullptr){ // force to redraw the frame of the edit source (even if source is not visible) DrawVisitor dv(edit_source_->groups_[mode_], Rendering::manager().Projection(), true); scene.accept(dv); // display interface // Locate window at upper left corner glm::vec2 P = glm::vec2(-background_frame_->scale_.x - 0.02f, background_frame_->scale_.y + 0.01 ); P = Rendering::manager().project(glm::vec3(P, 0.f), scene.root()->transform_, false); // Set window position depending on icons size ImGuiToolkit::PushFont(ImGuiToolkit::FONT_LARGE); ImGui::SetNextWindowPos(ImVec2(P.x, P.y - 1.5f * ImGui::GetFrameHeight() ), ImGuiCond_Always); if (ImGui::Begin("##AppearanceMaskOptions", NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus )) { // style grey ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(COLOR_APPEARANCE_LIGHT, 1.0f)); // 1 ImGui::PushStyleColor(ImGuiCol_PopupBg, ImVec4(0.14f, 0.14f, 0.14f, 0.9f)); ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.14f, 0.14f, 0.14f, 0.f)); ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.24f, 0.24f, 0.24f, 0.46f)); ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.85f, 0.85f, 0.85f, 0.86f)); ImGui::PushStyleColor(ImGuiCol_SliderGrabActive, ImVec4(0.95f, 0.95f, 0.95f, 1.00f)); ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.00f, 0.00f, 0.00f, 0.00f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.24f, 0.24f, 0.24f, 0.46f)); ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.36f, 0.36f, 0.36f, 0.9f)); ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.36f, 0.36f, 0.36f, 0.5f)); ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.88f, 0.88f, 0.88f, 0.73f)); ImGui::PushStyleColor(ImGuiCol_Tab, ImVec4(0.83f, 0.83f, 0.84f, 0.78f)); ImGui::PushStyleColor(ImGuiCol_TabHovered, ImVec4(0.53f, 0.53f, 0.53f, 0.60f)); ImGui::PushStyleColor(ImGuiCol_TabActive, ImVec4(0.40f, 0.40f, 0.40f, 1.00f)); // 14 colors int mode = edit_source_->maskShader()->mode; ImGui::SetNextItemWidth( ImGui::GetTextLineHeight() * 2.6); if ( ImGui::Combo("##Mask", &mode, MaskShader::mask_names, IM_ARRAYSIZE(MaskShader::mask_names) ) ) { edit_source_->maskShader()->mode = mode; if (mode == MaskShader::NONE) Mixer::manager().setCurrentSource(edit_source_); else if (mode == MaskShader::PAINT) edit_source_->storeMask(); edit_source_->touch(); need_edit_update_ = true; // store action history std::ostringstream oss; oss << edit_source_->name() << ": Mask " << (mode>1?"Shape":(mode>0?"Paint":"None")); Action::manager().store(oss.str()); } // GUI for drawing mask if (edit_source_->maskShader()->mode == MaskShader::PAINT) { ImGui::SameLine(); ImGuiToolkit::HelpMarker( ICON_FA_EDIT "\tMask paint \n\n" ICON_FA_MOUSE_POINTER "\t Edit texture\n" ICON_FA_PAINT_BRUSH "\tBrush\n" ICON_FA_ERASER "\tEraser\n\n" ICON_FA_CARET_SQUARE_DOWN "\tBrush shape\n" ICON_FA_DOT_CIRCLE "\tBrush size\n" ICON_FA_FEATHER_ALT "\tBrush Pressure\n\n" ICON_FA_MAGIC "\tEffects"); // select cursor static bool on = true; ImGui::SameLine(0, 60); on = mask_cursor_paint_ == 0; if (ImGuiToolkit::ButtonToggle(ICON_FA_MOUSE_POINTER, &on)) { Mixer::manager().setCurrentSource(edit_source_); mask_cursor_paint_ = 0; } ImGui::SameLine(); on = mask_cursor_paint_ == 1; if (ImGuiToolkit::ButtonToggle(ICON_FA_PAINT_BRUSH, &on)) { Mixer::manager().unsetCurrentSource(); mask_cursor_paint_ = 1; } ImGui::SameLine(); on = mask_cursor_paint_ == 2; if (ImGuiToolkit::ButtonToggle(ICON_FA_ERASER, &on)) { Mixer::manager().unsetCurrentSource(); mask_cursor_paint_ = 2; } if (mask_cursor_paint_ > 0) { ImGui::SameLine(0, 50); ImGui::SetNextItemWidth( ImGui::GetTextLineHeight() * 2.6); const char* items[] = { ICON_FA_CIRCLE, ICON_FA_SQUARE }; static int item = 0; item = (int) round(Settings::application.brush.z); if(ImGui::Combo("##BrushShape", &item, items, IM_ARRAYSIZE(items))) { Settings::application.brush.z = float(item); } ImGui::SameLine(); show_cursor_forced_ = false; if (ImGui::Button(ICON_FA_DOT_CIRCLE ICON_FA_SORT_DOWN )) ImGui::OpenPopup("brush_size_popup"); if (ImGui::BeginPopup("brush_size_popup", ImGuiWindowFlags_NoMove)) { int pixel_size_min = int(0.05 * edit_source_->frame()->height() ); int pixel_size_max = int(2.0 * edit_source_->frame()->height() ); int pixel_size = int(Settings::application.brush.x * edit_source_->frame()->height() ); show_cursor_forced_ = true; ImGuiToolkit::PushFont(ImGuiToolkit::FONT_DEFAULT); ImGuiToolkit::HelpIcon("Large ", 16, 1, ICON_FA_CARET_SQUARE_RIGHT); if (ImGui::VSliderInt("##BrushSize", ImVec2(30,260), &pixel_size, pixel_size_min, pixel_size_max, "") ){ Settings::application.brush.x = CLAMP(float(pixel_size) / edit_source_->frame()->height(), BRUSH_MIN_SIZE, BRUSH_MAX_SIZE); } if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::Text("%d px", pixel_size); ImGui::EndTooltip(); } ImGuiToolkit::HelpIcon("Small ", 15, 1, ICON_FA_CARET_SQUARE_LEFT); ImGui::PopFont(); ImGui::EndPopup(); } // make sure the visual brush is up to date glm::vec2 s = glm::vec2(Settings::application.brush.x); mask_cursor_circle_->scale_ = glm::vec3(s * 1.16f, 1.f); mask_cursor_square_->scale_ = glm::vec3(s * 1.75f, 1.f); ImGui::SameLine(); if (ImGui::Button(ICON_FA_FEATHER_ALT ICON_FA_SORT_DOWN )) ImGui::OpenPopup("brush_pressure_popup"); if (ImGui::BeginPopup("brush_pressure_popup", ImGuiWindowFlags_NoMove)) { ImGuiToolkit::PushFont(ImGuiToolkit::FONT_DEFAULT); ImGuiToolkit::HelpMarker("Light ", ICON_FA_FEATHER_ALT, ICON_FA_CARET_SQUARE_UP); ImGui::VSliderFloat("##BrushPressure", ImVec2(30,260), &Settings::application.brush.y, BRUSH_MAX_PRESS, BRUSH_MIN_PRESS, "", 0.3f); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::Text("%.1f%%", Settings::application.brush.y * 100.0); ImGui::EndTooltip(); } ImGuiToolkit::HelpMarker("Heavy ", ICON_FA_WEIGHT_HANGING, ICON_FA_CARET_SQUARE_DOWN); ImGui::PopFont(); ImGui::EndPopup(); } // store mask if changed, reset after applied if (edit_source_->maskShader()->effect > 0) edit_source_->storeMask(); edit_source_->maskShader()->effect = 0; // menu for effects ImGui::SameLine(0, 60); if (ImGui::Button(ICON_FA_MAGIC ICON_FA_SORT_DOWN )) ImGui::OpenPopup( "brush_menu_popup" ); if (ImGui::BeginPopup( "brush_menu_popup" )) { ImGuiToolkit::PushFont(ImGuiToolkit::FONT_DEFAULT); std::ostringstream oss; oss << edit_source_->name(); int e = 0; if (ImGui::Selectable( ICON_FA_BACKSPACE "\tClear")) { e = 1; oss << ": Clear " << MASK_PAINT_ACTION_LABEL; } if (ImGui::Selectable( ICON_FA_ADJUST "\tInvert")) { e = 2; oss << ": Invert " << MASK_PAINT_ACTION_LABEL; } if (ImGui::Selectable( ICON_FA_WAVE_SQUARE "\tEdge")) { e = 3; oss << ": Edge " << MASK_PAINT_ACTION_LABEL; } if (e>0) { edit_source_->maskShader()->effect = e; edit_source_->maskShader()->cursor = glm::vec4(100.0, 100.0, 0.f, 0.f); edit_source_->touch(); Action::manager().store(oss.str()); } ImGui::PopFont(); ImGui::EndPopup(); } static DialogToolkit::OpenImageDialog maskdialog("Select Image"); ImGui::SameLine(); if (ImGui::Button(ICON_FA_FOLDER_OPEN)) maskdialog.open(); if (maskdialog.closed() && !maskdialog.path().empty()) { FrameBufferImage *img = new FrameBufferImage(maskdialog.path()); if (edit_source_->maskbuffer_->fill( img )) { // apply mask filled edit_source_->storeMask(); // store history std::ostringstream oss; oss << edit_source_->name() << ": Mask fill with " << maskdialog.path(); Action::manager().store(oss.str()); } } } // disabled info else { ImGui::SameLine(0, 60); ImGui::TextDisabled( "Paint mask" ); } } // GUI for all other masks else if (edit_source_->maskShader()->mode == MaskShader::SHAPE) { ImGui::SameLine(); ImGuiToolkit::HelpMarker( ICON_FA_SHAPES "\tMask shape\n\n" ICON_FA_MOUSE_POINTER "\t Edit texture\n" ICON_FA_CROP_ALT "\tCrop & Edit shape\n\n" ICON_FA_CARET_SQUARE_DOWN "\tShape of the mask\n" ICON_FA_RADIATION_ALT "\tShape blur"); // select cursor static bool on = true; ImGui::SameLine(0, 60); on = mask_cursor_shape_ == 0; if (ImGuiToolkit::ButtonToggle(ICON_FA_MOUSE_POINTER, &on)) { Mixer::manager().setCurrentSource(edit_source_); need_edit_update_ = true; mask_cursor_shape_ = 0; } ImGui::SameLine(); on = mask_cursor_shape_ == 1; if (ImGuiToolkit::ButtonToggle(ICON_FA_CROP_ALT, &on)) { Mixer::manager().unsetCurrentSource(); need_edit_update_ = true; mask_cursor_shape_ = 1; } int shape = edit_source_->maskShader()->shape; int blur_percent = int(edit_source_->maskShader()->blur * 100.f); if (mask_cursor_shape_ > 0) { ImGui::SameLine(0, 50); ImGui::SetNextItemWidth( ImGui::GetTextLineHeight() * 6.5f); if ( ImGui::Combo("##MaskShape", &shape, MaskShader::mask_shapes, IM_ARRAYSIZE(MaskShader::mask_shapes) ) ) { edit_source_->maskShader()->shape = shape; edit_source_->touch(); need_edit_update_ = true; // store action history std::ostringstream oss; oss << edit_source_->name() << ": Mask Shape " << MaskShader::mask_shapes[shape]; Action::manager().store(oss.str()); } ImGui::SameLine(0, 20); if (ImGui::Button(ICON_FA_RADIATION_ALT ICON_FA_SORT_DOWN )) ImGui::OpenPopup("shape_smooth_popup"); if (ImGui::BeginPopup("shape_smooth_popup", ImGuiWindowFlags_NoMove)) { static bool smoothchanged = false; ImGuiToolkit::PushFont(ImGuiToolkit::FONT_DEFAULT); ImGuiToolkit::HelpIcon("Blur ", 7, 16, ICON_FA_CARET_SQUARE_UP); if (ImGui::VSliderInt("##shapeblur", ImVec2(30,260), &blur_percent, 0, 100, "") ){ edit_source_->maskShader()->blur = float(blur_percent) / 100.f; edit_source_->touch(); need_edit_update_ = true; smoothchanged = true; } else if (smoothchanged && ImGui::IsMouseReleased(ImGuiMouseButton_Left)){ // store action history std::ostringstream oss; oss << edit_source_->name() << ": Mask Shape Blur " << blur_percent << "%"; Action::manager().store(oss.str()); smoothchanged = false; } if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::Text("%.d%%", blur_percent); ImGui::EndTooltip(); } ImGuiToolkit::HelpIcon("Sharp ", 8, 16, ICON_FA_CARET_SQUARE_DOWN); ImGui::PopFont(); ImGui::EndPopup(); } } // disabled info else { ImGui::SameLine(0, 60); ImGui::TextDisabled( MaskShader::mask_shapes[shape] ); ImGui::SameLine(); ImGui::TextDisabled( "mask"); } } else {// mode == MaskShader::NONE ImGui::SameLine(); ImGuiToolkit::HelpMarker( ICON_FA_EXPAND "\tNo mask\n\n" ICON_FA_MOUSE_POINTER "\t Edit texture\n"); // always active mouse pointer ImGui::SameLine(0, 60); bool on = true; ImGuiToolkit::ButtonToggle(ICON_FA_MOUSE_POINTER, &on); ImGui::SameLine(0, 60); ImGui::TextDisabled( "No mask" ); } ImGui::PopStyleColor(14); // 14 colors ImGui::End(); } ImGui::PopFont(); } // display popup menu if (show_context_menu_ == MENU_SOURCE) { ImGui::OpenPopup( "AppearanceSourceContextMenu" ); show_context_menu_ = MENU_NONE; } if (ImGui::BeginPopup("AppearanceSourceContextMenu")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(COLOR_APPEARANCE_SOURCE, 1.f)); ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.36f, 0.36f, 0.36f, 0.44f)); Source *s = Mixer::manager().currentSource(); if (s != nullptr) { if (s->textureMirrored()) { if (ImGui::Selectable( ICON_FA_BORDER_NONE " Repeat " )){ s->setTextureMirrored(false); Action::manager().store(s->name() + std::string(": Texture Repeat")); } } else { if (ImGui::Selectable( ICON_FA_BORDER_NONE " Mirror " )){ s->setTextureMirrored(true); Action::manager().store(s->name() + std::string(": Texture Mirror")); } } ImGui::Separator(); if (ImGui::Selectable( ICON_FA_VECTOR_SQUARE " Reset" )){ s->group(mode_)->scale_ = glm::vec3(1.f); s->group(mode_)->rotation_.z = 0; s->group(mode_)->crop_ = glm::vec3(1.f); s->group(mode_)->translation_ = glm::vec3(0.f); s->touch(); Action::manager().store(s->name() + std::string(": Texture Reset")); } if (ImGui::Selectable( ICON_FA_CROSSHAIRS " Reset position" )){ s->group(mode_)->translation_ = glm::vec3(0.f); s->touch(); Action::manager().store(s->name() + std::string(": Texture Reset position")); } if (ImGui::Selectable( ICON_FA_COMPASS " Reset rotation" )){ s->group(mode_)->rotation_.z = 0; s->touch(); Action::manager().store(s->name() + std::string(": Texture Reset rotation")); } if (ImGui::Selectable( ICON_FA_EXPAND_ALT " Reset aspect ratio" )){ s->group(mode_)->scale_.x = s->group(mode_)->scale_.y; s->group(mode_)->scale_.x *= s->group(mode_)->crop_.x / s->group(mode_)->crop_.y; s->touch(); Action::manager().store(s->name() + std::string(": Texture Reset aspect ratio")); } } ImGui::PopStyleColor(2); ImGui::EndPopup(); } show_scale_ = false; } View::Cursor TextureView::grab (Source *s, glm::vec2 from, glm::vec2 to, std::pair pick) { std::ostringstream info; View::Cursor ret = Cursor(); // grab coordinates in scene-View reference frame glm::vec3 scene_from = Rendering::manager().unProject(from, scene.root()->transform_); glm::vec3 scene_to = Rendering::manager().unProject(to, scene.root()->transform_); glm::vec3 scene_translation = scene_to - scene_from; // Not grabbing a source if (!s) { // work on the edited source if ( edit_source_ != nullptr ) { info << edit_source_->name() << ": "; if ( pick.first == mask_cursor_circle_ ) { // inform shader of a cursor action : coordinates and crop scaling edit_source_->maskShader()->cursor = glm::vec4(scene_to.x, scene_to.y, edit_source_->mixingsurface_->scale_.x, edit_source_->mixingsurface_->scale_.y); edit_source_->touch(); // action label info << MASK_PAINT_ACTION_LABEL; // cursor indication - no info, just cursor ret.type = Cursor_Hand; // store action in history current_action_ = info.str(); } else if ( pick.first == mask_cursor_crop_ ) { // special case for horizontal and vertical Shapes bool hv = edit_source_->maskShader()->shape > MaskShader::RECTANGLE; // match edit source AR glm::vec3 val = edit_source_->mixingsurface_->scale_; // use cursor translation to scale by quadrant val = glm::sign( hv ? glm::vec3(1.f) : scene_from) * glm::vec3(scene_translation / val); // relative change of stored mask size val += stored_mask_size_; // apply discrete scale with ALT modifier if (UserInterface::manager().altModifier()) { val.x = ROUND(val.x, 5.f); val.y = ROUND(val.y, 5.f); show_scale_ = true; } // Clamp | val | < 2.0 val = glm::sign(val) * glm::min( glm::abs(val), glm::vec3(2.f)); // clamp values for correct effect if (edit_source_->maskShader()->shape == MaskShader::HORIZONTAL) edit_source_->maskShader()->size.y = val.y; else if (edit_source_->maskShader()->shape == MaskShader::VERTICAL) edit_source_->maskShader()->size.x = val.x; else edit_source_->maskShader()->size = glm::max(glm::abs(glm::vec2(val)), glm::vec2(0.2)); // edit_source_->maskShader()->size = glm::max( glm::min( glm::vec2(val), glm::vec2(2.f)), glm::vec2(hv?-2.f:0.2f)); edit_source_->touch(); // update need_edit_update_ = true; // action label info << "Texture Mask " << std::fixed << std::setprecision(3) << edit_source_->maskShader()->size.x; info << " x " << edit_source_->maskShader()->size.y; // cursor indication - no info, just cursor ret.type = Cursor_Hand; // store action in history current_action_ = info.str(); } } return ret; } // do not operate on locked source if (s->locked()) return ret; Group *sourceNode = s->group(mode_); // groups_[View::APPEARANCE] // make sure matrix transform of stored status is updated s->stored_status_->update(0); // grab coordinates in source-root reference frame glm::vec4 source_from = glm::inverse(s->stored_status_->transform_) * glm::vec4( scene_from, 1.f ); glm::vec4 source_to = glm::inverse(s->stored_status_->transform_) * glm::vec4( scene_to, 1.f ); glm::vec3 source_scaling = glm::vec3(source_to) / glm::vec3(source_from); // which manipulation to perform? if (pick.first) { // which corner was picked ? glm::vec2 corner = glm::round(pick.second); // transform from source center to corner glm::mat4 T = GlmToolkit::transform(glm::vec3(corner.x, corner.y, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f / s->frame()->aspectRatio(), 1.f, 1.f)); // transformation from scene to corner: glm::mat4 scene_to_corner_transform = T * glm::inverse(s->stored_status_->transform_); glm::mat4 corner_to_scene_transform = glm::inverse(scene_to_corner_transform); // compute cursor movement in corner reference frame glm::vec4 corner_from = scene_to_corner_transform * glm::vec4( scene_from, 1.f ); glm::vec4 corner_to = scene_to_corner_transform * glm::vec4( scene_to, 1.f ); // operation of scaling in corner reference frame glm::vec3 corner_scaling = glm::vec3(corner_to) / glm::vec3(corner_from); // convert source position in corner reference frame glm::vec4 center = scene_to_corner_transform * glm::vec4( s->stored_status_->translation_, 1.f); // picking on the resizing handles in the corners if ( pick.first == s->handles_[mode_][Handles::RESIZE] ) { // hide all other grips s->handles_[mode_][Handles::SCALE]->visible_ = false; s->handles_[mode_][Handles::RESIZE_H]->visible_ = false; s->handles_[mode_][Handles::RESIZE_V]->visible_ = false; s->handles_[mode_][Handles::ROTATE]->visible_ = false; s->handles_[mode_][Handles::MENU]->visible_ = false; // inform on which corner should be overlayed (opposite) s->handles_[mode_][Handles::RESIZE]->overlayActiveCorner(-corner); // RESIZE CORNER // proportional SCALING with SHIFT if (UserInterface::manager().shiftModifier()) { // calculate proportional scaling factor float factor = glm::length( glm::vec2( corner_to ) ) / glm::length( glm::vec2( corner_from ) ); // scale node sourceNode->scale_ = s->stored_status_->scale_ * glm::vec3(factor, factor, 1.f); // discretized scaling with ALT if (UserInterface::manager().altModifier()) { sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f); factor = sourceNode->scale_.x / s->stored_status_->scale_.x; sourceNode->scale_.y = s->stored_status_->scale_.y * factor; } // update corner scaling to apply to center coordinates corner_scaling = sourceNode->scale_ / s->stored_status_->scale_; } // non-proportional CORNER RESIZE (normal case) else { // scale node sourceNode->scale_ = s->stored_status_->scale_ * corner_scaling; // discretized scaling with ALT if (UserInterface::manager().altModifier()) { sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f); sourceNode->scale_.y = ROUND(sourceNode->scale_.y, 10.f); corner_scaling = sourceNode->scale_ / s->stored_status_->scale_; } } // transform source center (in corner reference frame) center = glm::scale(glm::identity(), corner_scaling) * center; // convert center back into scene reference frame center = corner_to_scene_transform * center; // apply to node sourceNode->translation_ = glm::vec3(center); // show cursor depending on diagonal (corner picked) T = glm::rotate(glm::identity(), s->stored_status_->rotation_.z, glm::vec3(0.f, 0.f, 1.f)); T = glm::scale(T, s->stored_status_->scale_); corner = T * glm::vec4( corner, 0.f, 0.f ); ret.type = corner.x * corner.y > 0.f ? Cursor_ResizeNESW : Cursor_ResizeNWSE; info << "Texture scale " << std::fixed << std::setprecision(3) << sourceNode->scale_.x; info << " x " << sourceNode->scale_.y; } // picking on the BORDER RESIZING handles left or right else if ( pick.first == s->handles_[mode_][Handles::RESIZE_H] ) { // hide all other grips s->handles_[mode_][Handles::RESIZE]->visible_ = false; s->handles_[mode_][Handles::SCALE]->visible_ = false; s->handles_[mode_][Handles::RESIZE_V]->visible_ = false; s->handles_[mode_][Handles::ROTATE]->visible_ = false; s->handles_[mode_][Handles::MENU]->visible_ = false; // inform on which corner should be overlayed (opposite) s->handles_[mode_][Handles::RESIZE_H]->overlayActiveCorner(-corner); // SHIFT: HORIZONTAL SCALE to restore source aspect ratio if (UserInterface::manager().shiftModifier()) { sourceNode->scale_.x = ABS(sourceNode->scale_.y) * SIGN(sourceNode->scale_.x); corner_scaling = sourceNode->scale_ / s->stored_status_->scale_; } // HORIZONTAL RESIZE (normal case) else { // x scale only corner_scaling = glm::vec3(corner_scaling.x, 1.f, 1.f); // scale node sourceNode->scale_ = s->stored_status_->scale_ * corner_scaling; // POST-CORRECTION ; discretized scaling with ALT if (UserInterface::manager().altModifier()) { sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f); corner_scaling = sourceNode->scale_ / s->stored_status_->scale_; } } // transform source center (in corner reference frame) center = glm::scale(glm::identity(), corner_scaling) * center; // convert center back into scene reference frame center = corner_to_scene_transform * center; // apply to node sourceNode->translation_ = glm::vec3(center); // show cursor depending on angle float c = tan(sourceNode->rotation_.z); ret.type = ABS(c) > 1.f ? Cursor_ResizeNS : Cursor_ResizeEW; info << "Texture Scale " << std::fixed << std::setprecision(3) << sourceNode->scale_.x; info << " x " << sourceNode->scale_.y; } // picking on the BORDER RESIZING handles top or bottom else if ( pick.first == s->handles_[mode_][Handles::RESIZE_V] ) { // hide all other grips s->handles_[mode_][Handles::RESIZE]->visible_ = false; s->handles_[mode_][Handles::SCALE]->visible_ = false; s->handles_[mode_][Handles::RESIZE_H]->visible_ = false; s->handles_[mode_][Handles::ROTATE]->visible_ = false; s->handles_[mode_][Handles::MENU]->visible_ = false; // inform on which corner should be overlayed (opposite) s->handles_[mode_][Handles::RESIZE_V]->overlayActiveCorner(-corner); // SHIFT: VERTICAL SCALE to restore source aspect ratio if (UserInterface::manager().shiftModifier()) { sourceNode->scale_.y = ABS(sourceNode->scale_.x) * SIGN(sourceNode->scale_.y); corner_scaling = sourceNode->scale_ / s->stored_status_->scale_; } // VERTICAL RESIZE (normal case) else { // y scale only corner_scaling = glm::vec3(1.f, corner_scaling.y, 1.f); // scale node sourceNode->scale_ = s->stored_status_->scale_ * corner_scaling; // POST-CORRECTION ; discretized scaling with ALT if (UserInterface::manager().altModifier()) { sourceNode->scale_.y = ROUND(sourceNode->scale_.y, 10.f); corner_scaling = sourceNode->scale_ / s->stored_status_->scale_; } } // transform source center (in corner reference frame) center = glm::scale(glm::identity(), corner_scaling) * center; // convert center back into scene reference frame center = corner_to_scene_transform * center; // apply to node sourceNode->translation_ = glm::vec3(center); // show cursor depending on angle float c = tan(sourceNode->rotation_.z); ret.type = ABS(c) > 1.f ? Cursor_ResizeEW : Cursor_ResizeNS; info << "Texture Scale " << std::fixed << std::setprecision(3) << sourceNode->scale_.x; info << " x " << sourceNode->scale_.y; } // picking on the CENTRER SCALING handle else if ( pick.first == s->handles_[mode_][Handles::SCALE] ) { // hide all other grips s->handles_[mode_][Handles::RESIZE]->visible_ = false; s->handles_[mode_][Handles::RESIZE_H]->visible_ = false; s->handles_[mode_][Handles::RESIZE_V]->visible_ = false; s->handles_[mode_][Handles::ROTATE]->visible_ = false; s->handles_[mode_][Handles::MENU]->visible_ = false; // prepare overlay overlay_scaling_cross_->visible_ = false; overlay_scaling_grid_->visible_ = false; overlay_scaling_->visible_ = true; overlay_scaling_->translation_.x = s->stored_status_->translation_.x; overlay_scaling_->translation_.y = s->stored_status_->translation_.y; overlay_scaling_->rotation_.z = s->stored_status_->rotation_.z; overlay_scaling_->update(0); // PROPORTIONAL ONLY if (UserInterface::manager().shiftModifier()) { float factor = glm::length( glm::vec2( source_to ) ) / glm::length( glm::vec2( source_from ) ); source_scaling = glm::vec3(factor, factor, 1.f); overlay_scaling_cross_->visible_ = true; overlay_scaling_cross_->copyTransform(overlay_scaling_); } // apply center scaling sourceNode->scale_ = s->stored_status_->scale_ * source_scaling; // POST-CORRECTION ; discretized scaling with ALT if (UserInterface::manager().altModifier()) { sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f); sourceNode->scale_.y = ROUND(sourceNode->scale_.y, 10.f); overlay_scaling_grid_->visible_ = true; overlay_scaling_grid_->copyTransform(overlay_scaling_); } // show cursor depending on diagonal corner = glm::sign(sourceNode->scale_); ret.type = (corner.x * corner.y) > 0.f ? Cursor_ResizeNWSE : Cursor_ResizeNESW; info << "Texture Scale " << std::fixed << std::setprecision(3) << sourceNode->scale_.x; info << " x " << sourceNode->scale_.y; } // picking on the rotating handle else if ( pick.first == s->handles_[mode_][Handles::ROTATE] ) { // hide all other grips s->handles_[mode_][Handles::RESIZE]->visible_ = false; s->handles_[mode_][Handles::RESIZE_H]->visible_ = false; s->handles_[mode_][Handles::RESIZE_V]->visible_ = false; s->handles_[mode_][Handles::SCALE]->visible_ = false; s->handles_[mode_][Handles::MENU]->visible_ = false; // ROTATION on CENTER overlay_rotation_->visible_ = true; overlay_rotation_->translation_.x = s->stored_status_->translation_.x; overlay_rotation_->translation_.y = s->stored_status_->translation_.y; overlay_rotation_->update(0); overlay_rotation_fix_->visible_ = true; overlay_rotation_fix_->copyTransform(overlay_rotation_); overlay_rotation_clock_->visible_ = false; // rotation center to center of source (disregarding scale) glm::mat4 M = glm::translate(glm::identity(), s->stored_status_->translation_); source_from = glm::inverse(M) * glm::vec4( scene_from, 1.f ); source_to = glm::inverse(M) * glm::vec4( scene_to, 1.f ); // compute rotation angle float angle = glm::orientedAngle( glm::normalize(glm::vec2(source_from)), glm::normalize(glm::vec2(source_to))); // apply rotation on Z axis sourceNode->rotation_ = s->stored_status_->rotation_ + glm::vec3(0.f, 0.f, angle); // POST-CORRECTION ; discretized rotation with ALT int degrees = int( glm::degrees(sourceNode->rotation_.z) ); if (UserInterface::manager().altModifier()) { degrees = (degrees / 10) * 10; sourceNode->rotation_.z = glm::radians( float(degrees) ); overlay_rotation_clock_->visible_ = true; overlay_rotation_clock_->copyTransform(overlay_rotation_); info << "Texture Angle " << degrees << UNICODE_DEGREE; } else info << "Texture Angle " << std::fixed << std::setprecision(1) << glm::degrees(sourceNode->rotation_.z) << UNICODE_DEGREE; overlay_rotation_clock_hand_->visible_ = true; overlay_rotation_clock_hand_->translation_.x = s->stored_status_->translation_.x; overlay_rotation_clock_hand_->translation_.y = s->stored_status_->translation_.y; overlay_rotation_clock_hand_->rotation_.z = sourceNode->rotation_.z; overlay_rotation_clock_hand_->update(0); // show cursor for rotation ret.type = Cursor_Hand; // + SHIFT = no scaling / NORMAL = with scaling if (!UserInterface::manager().shiftModifier()) { // compute scaling to match cursor float factor = glm::length( glm::vec2( source_to ) ) / glm::length( glm::vec2( source_from ) ); source_scaling = glm::vec3(factor, factor, 1.f); // apply center scaling sourceNode->scale_ = s->stored_status_->scale_ * source_scaling; info << std::endl << " Scale " << std::fixed << std::setprecision(3) << sourceNode->scale_.x; info << " x " << sourceNode->scale_.y ; overlay_rotation_fix_->visible_ = false; } } // picking anywhere but on a handle: user wants to move the source else { ret.type = Cursor_ResizeAll; sourceNode->translation_ = s->stored_status_->translation_ + scene_translation; // discretized translation with ALT if (UserInterface::manager().altModifier()) { sourceNode->translation_.x = ROUND(sourceNode->translation_.x, 10.f); sourceNode->translation_.y = ROUND(sourceNode->translation_.y, 10.f); // Show grid overlay for POSITION overlay_position_cross_->visible_ = true; overlay_position_cross_->translation_.x = sourceNode->translation_.x; overlay_position_cross_->translation_.y = sourceNode->translation_.y; overlay_position_cross_->update(0); } // Show center overlay for POSITION overlay_position_->visible_ = true; overlay_position_->translation_.x = sourceNode->translation_.x; overlay_position_->translation_.y = sourceNode->translation_.y; overlay_position_->update(0); // Show move cursor info << "Texture Shift " << std::fixed << std::setprecision(3) << sourceNode->translation_.x; info << ", " << sourceNode->translation_.y ; } } // request update s->touch(); // store action in history current_action_ = s->name() + ": " + info.str(); // update cursor ret.info = info.str(); return ret; } void TextureView::initiate() { // View default initiation of action View::initiate(); if ( edit_source_ != nullptr ) { stored_mask_size_ = glm::vec3(edit_source_->maskShader()->size, 0.0); // apply mask settings edit_source_->maskShader()->brush = Settings::application.brush; } else stored_mask_size_ = glm::vec3(0.f); } void TextureView::terminate() { // special case for texture paint: store image on mouse release (end of action PAINT) if ( edit_source_ != nullptr && current_action_.find(MASK_PAINT_ACTION_LABEL) != std::string::npos ) { edit_source_->storeMask(); edit_source_->maskShader()->cursor = glm::vec4(100.0, 100.0, 0.f, 0.f); } // View default termination of action View::terminate(); // hide all overlays overlay_position_->visible_ = false; overlay_position_cross_->visible_ = false; overlay_scaling_grid_->visible_ = false; overlay_scaling_cross_->visible_ = false; overlay_scaling_->visible_ = false; overlay_rotation_clock_->visible_ = false; overlay_rotation_clock_hand_->visible_ = false; overlay_rotation_fix_->visible_ = false; overlay_rotation_->visible_ = false; // cancel of all handles overlays const glm::vec2 c(0.f, 0.f); for (auto sit = Mixer::manager().session()->begin(); sit != Mixer::manager().session()->end(); sit++){ (*sit)->handles_[mode_][Handles::RESIZE]->overlayActiveCorner(c); (*sit)->handles_[mode_][Handles::RESIZE_H]->overlayActiveCorner(c); (*sit)->handles_[mode_][Handles::RESIZE_V]->overlayActiveCorner(c); (*sit)->handles_[mode_][Handles::RESIZE]->visible_ = true; (*sit)->handles_[mode_][Handles::RESIZE_H]->visible_ = true; (*sit)->handles_[mode_][Handles::RESIZE_V]->visible_ = true; (*sit)->handles_[mode_][Handles::SCALE]->visible_ = true; (*sit)->handles_[mode_][Handles::ROTATE]->visible_ = true; (*sit)->handles_[mode_][Handles::MENU]->visible_ = true; } } void TextureView::arrow (glm::vec2 movement) { Source *s = Mixer::manager().currentSource(); if (s) { static float accumulator = 0.f; accumulator += dt_; glm::vec3 gl_Position_from = Rendering::manager().unProject(glm::vec2(0.f), scene.root()->transform_); glm::vec3 gl_Position_to = Rendering::manager().unProject(movement, scene.root()->transform_); glm::vec3 gl_delta = gl_Position_to - gl_Position_from; Group *sourceNode = s->group(mode_); glm::vec3 alt_move_ = sourceNode->translation_; if (UserInterface::manager().altModifier()) { if (accumulator > 100.f) { alt_move_ += glm::sign(gl_delta) * 0.1f; sourceNode->translation_.x = ROUND(alt_move_.x, 10.f); sourceNode->translation_.y = ROUND(alt_move_.y, 10.f); accumulator = 0.f; } } else { sourceNode->translation_ += gl_delta * ARROWS_MOVEMENT_FACTOR * dt_; accumulator = 0.f; alt_move_ = sourceNode->translation_; } // store action in history std::ostringstream info; info << "Texture Shift " << std::fixed << std::setprecision(3) << sourceNode->translation_.x; info << ", " << sourceNode->translation_.y ; current_action_ = s->name() + ": " + info.str(); // request update s->touch(); } else if (edit_source_) { if (edit_source_->maskShader()->mode == MaskShader::PAINT) { if (mask_cursor_paint_ > 0) { glm::vec2 b = 0.02f * movement; Settings::application.brush.x = CLAMP(Settings::application.brush.x+b.x, BRUSH_MIN_SIZE, BRUSH_MAX_SIZE); Settings::application.brush.y = CLAMP(Settings::application.brush.y+b.y, BRUSH_MIN_PRESS, BRUSH_MAX_PRESS); } } else if (edit_source_->maskShader()->mode == MaskShader::SHAPE) { if (mask_cursor_shape_ > 0) { float b = -0.02f * movement.y; edit_source_->maskShader()->blur = CLAMP(edit_source_->maskShader()->blur+b, SHAPE_MIN_BLUR, SHAPE_MAX_BLUR); edit_source_->touch(); } } } }