mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-05 15:30:00 +01:00
662 lines
22 KiB
C++
662 lines
22 KiB
C++
// Opengl
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/vector_angle.hpp>
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// memmove
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#include <string.h>
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#include <sstream>
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#include <iomanip>
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#include "defines.h"
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#include "Settings.h"
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#include "View.h"
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#include "Source.h"
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#include "Primitives.h"
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#include "Decorations.h"
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#include "PickingVisitor.h"
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#include "DrawVisitor.h"
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#include "Mesh.h"
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#include "Mixer.h"
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#include "FrameBuffer.h"
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#include "UserInterfaceManager.h"
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#include "Log.h"
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#define CIRCLE_PIXELS 64
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#define CIRCLE_PIXEL_RADIUS 1024.0
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bool View::need_deep_update_ = true;
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View::View(Mode m) : mode_(m)
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{
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}
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void View::restoreSettings()
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{
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scene.root()->scale_ = Settings::application.views[mode_].default_scale;
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scene.root()->translation_ = Settings::application.views[mode_].default_translation;
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}
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void View::saveSettings()
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{
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Settings::application.views[mode_].default_scale = scene.root()->scale_;
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Settings::application.views[mode_].default_translation = scene.root()->translation_;
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}
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void View::draw()
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{
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// draw scene of this view
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scene.root()->draw(glm::identity<glm::mat4>(), Rendering::manager().Projection());
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}
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void View::update(float dt)
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{
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// recursive update from root of scene
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scene.update( dt );
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// a more complete update is requested
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if (View::need_deep_update_) {
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// reorder sources
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scene.ws()->sort();
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}
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}
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View::Cursor View::drag (glm::vec2 from, glm::vec2 to)
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{
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static glm::vec3 start_translation = glm::vec3(0.f);
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static glm::vec2 start_position = glm::vec2(0.f);
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if ( start_position != from ) {
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start_position = from;
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start_translation = scene.root()->translation_;
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}
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// unproject
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glm::vec3 gl_Position_from = Rendering::manager().unProject(from);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to);
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// compute delta translation
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scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from;
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return Cursor(Cursor_ResizeAll);
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}
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std::pair<Node *, glm::vec2> View::pick(glm::vec3 point)
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{
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std::pair<Node *, glm::vec2> picked = { nullptr, glm::vec2(0.f) };
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// picking visitor traverses the scene
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PickingVisitor pv(point);
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scene.accept(pv);
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// picking visitor found nodes?
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if ( !pv.picked().empty()) {
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// select top-most Node picked
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picked = pv.picked().back();
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//DEBUG
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// select(glm::vec2(-1.f, -1.f), glm::vec2(1.f, 1.f));
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}
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// cancel selection on clic in background
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else {
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// deselect();
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}
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return picked;
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}
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void GeometryView::select(glm::vec2 A, glm::vec2 B)
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{
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for(auto it = scene.ws()->begin(); it != scene.ws()->end(); it++) {
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if ( *it != selection_box_)
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selection_box_->attach(*it);
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}
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selection_box_->visible_ = true;
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}
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MixingView::MixingView() : View(MIXING)
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{
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// read default settings
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if ( Settings::application.views[mode_].name.empty() ) {
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// no settings found: store application default
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Settings::application.views[mode_].name = "Mixing";
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scene.root()->scale_ = glm::vec3(MIXING_DEFAULT_SCALE, MIXING_DEFAULT_SCALE, 1.0f);
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scene.root()->translation_ = glm::vec3(1.0f, 0.0f, 0.0f);
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saveSettings();
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}
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// Mixing scene background
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Mesh *disk = new Mesh("mesh/disk.ply");
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disk->setTexture(textureMixingQuadratic());
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scene.bg()->attach(disk);
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Mesh *circle = new Mesh("mesh/circle.ply");
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circle->shader()->color = glm::vec4( COLOR_FRAME, 1.f );
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scene.bg()->attach(circle);
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}
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void MixingView::zoom( float factor )
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{
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float z = scene.root()->scale_.x;
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z = CLAMP( z + 0.1f * factor, MIXING_MIN_SCALE, MIXING_MAX_SCALE);
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scene.root()->scale_.x = z;
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scene.root()->scale_.y = z;
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}
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void MixingView::centerSource(Source *s)
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{
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// setup view so that the center of the source ends at screen coordinates (650, 150)
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// -> this is just next to the navigation pannel
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glm::vec2 screenpoint = glm::vec2(500.f, 20.f) * Rendering::manager().mainWindow().dpiScale();
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glm::vec3 pos_to = Rendering::manager().unProject(screenpoint, scene.root()->transform_);
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glm::vec3 pos_from( - s->group(View::MIXING)->scale_.x, s->group(View::MIXING)->scale_.y, 0.f);
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pos_from += s->group(View::MIXING)->translation_;
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glm::vec4 pos_delta = glm::vec4(pos_to.x, pos_to.y, 0.f, 0.f) - glm::vec4(pos_from.x, pos_from.y, 0.f, 0.f);
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pos_delta = scene.root()->transform_ * pos_delta;
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scene.root()->translation_ += glm::vec3(pos_delta);
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}
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View::Cursor MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node *, glm::vec2>)
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{
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if (!s)
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return Cursor();
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Group *sourceNode = s->group(mode_);
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static glm::vec3 start_translation = glm::vec3(0.f);
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static glm::vec2 start_position = glm::vec2(0.f);
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if ( start_position != from ) {
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start_position = from;
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start_translation = sourceNode->translation_;
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}
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// unproject
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glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
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// compute delta translation
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sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from;
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// request update
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s->touch();
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std::ostringstream info;
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info << "Alpha " << std::fixed << std::setprecision(3) << s->blendingShader()->color.a;
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return Cursor(Cursor_ResizeAll, info.str() );
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}
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void MixingView::setAlpha(Source *s)
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{
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if (!s)
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return;
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// move the layer node of the source
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Group *sourceNode = s->group(mode_);
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glm::vec2 mix_pos = glm::vec2(sourceNode->translation_);
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for(NodeSet::iterator it = scene.ws()->begin(); it != scene.ws()->end(); it++) {
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if ( glm::distance(glm::vec2((*it)->translation_), mix_pos) < 0.001) {
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mix_pos += glm::vec2(-0.03, 0.03);
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}
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}
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sourceNode->translation_.x = mix_pos.x;
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sourceNode->translation_.y = mix_pos.y;
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// request update
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s->touch();
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}
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uint MixingView::textureMixingQuadratic()
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{
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static GLuint texid = 0;
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if (texid == 0) {
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// generate the texture with alpha exactly as computed for sources
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glGenTextures(1, &texid);
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glBindTexture(GL_TEXTURE_2D, texid);
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GLubyte matrix[CIRCLE_PIXELS*CIRCLE_PIXELS * 4];
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GLubyte color[4] = {0,0,0,0};
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GLfloat luminance = 1.f;
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GLfloat alpha = 0.f;
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GLfloat distance = 0.f;
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int l = -CIRCLE_PIXELS / 2 + 1, c = 0;
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for (int i = 0; i < CIRCLE_PIXELS / 2; ++i) {
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c = -CIRCLE_PIXELS / 2 + 1;
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for (int j=0; j < CIRCLE_PIXELS / 2; ++j) {
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// distance to the center
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distance = (GLfloat) ((c * c) + (l * l)) / CIRCLE_PIXEL_RADIUS;
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// distance = (GLfloat) sqrt( (GLfloat) ((c * c) + (l * l))) / (GLfloat) sqrt(CIRCLE_PIXEL_RADIUS); // linear
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// luminance
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luminance = 255.f * CLAMP( 0.95f - 0.8f * distance, 0.f, 1.f);
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color[0] = color[1] = color[2] = static_cast<GLubyte>(luminance);
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// alpha
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alpha = 255.f * CLAMP( 1.f - distance , 0.f, 1.f);
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color[3] = static_cast<GLubyte>(alpha);
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// 1st quadrant
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memmove(&matrix[ j * 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
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// 4nd quadrant
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memmove(&matrix[ (CIRCLE_PIXELS -j -1)* 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
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// 3rd quadrant
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memmove(&matrix[ j * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
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// 4th quadrant
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memmove(&matrix[ (CIRCLE_PIXELS -j -1) * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
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++c;
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}
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++l;
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}
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// two components texture : luminance and alpha
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CIRCLE_PIXELS, CIRCLE_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, (float *) matrix);
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}
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return texid;
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}
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RenderView::RenderView() : View(RENDERING), frame_buffer_(nullptr)
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{
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// set resolution to settings or default
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setResolution();
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}
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RenderView::~RenderView()
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{
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if (frame_buffer_)
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delete frame_buffer_;
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}
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void RenderView::setResolution(glm::vec3 resolution)
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{
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if (resolution.x < 128.f || resolution.y < 128.f)
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resolution = FrameBuffer::getResolutionFromParameters(Settings::application.framebuffer_ar, Settings::application.framebuffer_h);
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if (frame_buffer_)
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delete frame_buffer_;
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// output frame is an RBG Multisamples FrameBuffer
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frame_buffer_ = new FrameBuffer(resolution, false, true);
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}
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void RenderView::draw()
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{
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static glm::mat4 projection = glm::ortho(-1.f, 1.f, 1.f, -1.f, -SCENE_DEPTH, 1.f);
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glm::mat4 P = glm::scale( projection, glm::vec3(1.f / frame_buffer_->aspectRatio(), 1.f, 1.f));
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frame_buffer_->begin();
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scene.root()->draw(glm::identity<glm::mat4>(), P);
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frame_buffer_->end();
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}
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GeometryView::GeometryView() : View(GEOMETRY)
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{
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// read default settings
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if ( Settings::application.views[mode_].name.empty() ) {
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// no settings found: store application default
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Settings::application.views[mode_].name = "Geometry";
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scene.root()->scale_ = glm::vec3(GEOMETRY_DEFAULT_SCALE, GEOMETRY_DEFAULT_SCALE, 1.0f);
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saveSettings();
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}
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// Geometry Scene background
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Surface *rect = new Surface;
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scene.bg()->attach(rect);
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Frame *border = new Frame(Frame::SHARP_THIN);
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border->color = glm::vec4( COLOR_FRAME, 1.f );
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scene.fg()->attach(border);
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// selection box
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selection_box_ = new Box;
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selection_box_->visible_ = false;
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scene.ws()->attach(selection_box_);
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}
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void GeometryView::update(float dt)
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{
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View::update(dt);
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// reorder depth if needed
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if (View::need_deep_update_) {
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// update rendering of render frame
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FrameBuffer *output = Mixer::manager().session()->frame();
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if (output){
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for (NodeSet::iterator node = scene.bg()->begin(); node != scene.bg()->end(); node++) {
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(*node)->scale_.x = output->aspectRatio();
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}
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for (NodeSet::iterator node = scene.fg()->begin(); node != scene.fg()->end(); node++) {
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(*node)->scale_.x = output->aspectRatio();
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}
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}
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}
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}
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void GeometryView::zoom( float factor )
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{
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float z = scene.root()->scale_.x;
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z = CLAMP( z + 0.1f * factor, GEOMETRY_MIN_SCALE, GEOMETRY_MAX_SCALE);
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scene.root()->scale_.x = z;
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scene.root()->scale_.y = z;
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}
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void GeometryView::draw()
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{
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// draw scene of this view
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scene.root()->draw(glm::identity<glm::mat4>(), Rendering::manager().Projection());
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// draw overlay of current source
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Source *s = Mixer::manager().currentSource();
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if (s != nullptr) {
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DrawVisitor dv(s->overlays_[View::GEOMETRY], Rendering::manager().Projection());
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scene.accept(dv);
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}
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}
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std::pair<Node *, glm::vec2> GeometryView::pick(glm::vec3 point)
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{
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std::pair<Node *, glm::vec2> pick = { nullptr, glm::vec2(0.f) };
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// picking visitor traverses the scene
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PickingVisitor pv(point);
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scene.accept(pv);
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// picking visitor found nodes?
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if ( pv.picked().size() > 0) {
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Source *s = Mixer::manager().currentSource();
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if (s != nullptr) {
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// find if the current source was picked
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auto itp = pv.picked().rbegin();
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for (; itp != pv.picked().rend(); itp++){
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if ( s->contains( (*itp).first ) ){
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pick = *itp;
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break;
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}
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}
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// not found: the current source was not clicked
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if (itp == pv.picked().rend())
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s = nullptr;
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}
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// maybe the source changed
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if (s == nullptr)
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{
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// select top-most Node picked
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pick = pv.picked().back();
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}
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}
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return pick;
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}
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View::Cursor GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node *, glm::vec2> pick)
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{
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View::Cursor ret = Cursor();
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std::ostringstream info;
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// work on the given source
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if (!s)
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return ret;
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Group *sourceNode = s->group(mode_);
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// remember source transform at moment of clic at position 'from'
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static glm::vec2 start_clic_position = glm::vec2(0.f);
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static glm::vec3 start_translation = glm::vec3(0.f);
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static glm::vec3 start_scale = glm::vec3(1.f);
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static glm::vec3 start_rotation = glm::vec3(0.f);
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if ( start_clic_position != from ) {
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start_clic_position = from;
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start_translation = sourceNode->translation_;
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start_scale = sourceNode->scale_;
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start_rotation = sourceNode->rotation_;
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}
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// grab coordinates in scene-View reference frame
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glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
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// grab coordinates in source-root reference frame
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glm::vec4 S_from = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_from, 1.f );
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glm::vec4 S_to = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_to, 1.f );
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glm::vec3 S_resize = glm::vec3(S_to) / glm::vec3(S_from);
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// Log::Info(" screen coordinates ( %.1f, %.1f ) ", to.x, to.y);
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// Log::Info(" scene coordinates ( %.1f, %.1f ) ", gl_Position_to.x, gl_Position_to.y);
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// Log::Info(" source coordinates ( %.1f, %.1f, %.1f ) ", S_from.x, S_from.y, S_from.z);
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// Log::Info(" ( %.1f, %.1f, %.1f ) ", S_to.x, S_to.y, S_to.z);
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// which manipulation to perform?
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if (pick.first) {
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// picking on the resizing handles in the corners
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if ( pick.first == s->resize_handle_ ) {
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if (UserInterface::manager().keyboardModifier())
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S_resize.y = S_resize.x;
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sourceNode->scale_ = start_scale * S_resize;
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// Log::Info(" resize ( %.1f, %.1f ) ", S_resize.x, S_resize.y);
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// glm::vec3 factor = S_resize * glm::vec3(0.5f, 0.5f, 1.f);
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//// glm::vec3 factor = S_resize * glm::vec3(1.f, 1.f, 1.f);
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//// factor *= glm::sign( glm::vec3(pick.second, 1.f) );
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// sourceNode->scale_ = start_scale + factor;
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// sourceNode->translation_ = start_translation + factor;
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//// sourceNode->translation_ = start_translation + S_resize * factor;
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// select cursor depending on diagonal
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glm::vec2 axis = glm::sign(pick.second);
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ret.type = axis.x * axis.y > 0.f ? Cursor_ResizeNESW : Cursor_ResizeNWSE;
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info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
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info << " x " << sourceNode->scale_.y;
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}
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// picking on the resizing handles left or right
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else if ( pick.first == s->resize_H_handle_ ) {
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sourceNode->scale_ = start_scale * glm::vec3(S_resize.x, 1.f, 1.f);
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if (UserInterface::manager().keyboardModifier())
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sourceNode->scale_.x = float( int( sourceNode->scale_.x * 10.f ) ) / 10.f;
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ret.type = Cursor_ResizeEW;
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info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
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info << " x " << sourceNode->scale_.y;
|
|
}
|
|
// picking on the resizing handles top or bottom
|
|
else if ( pick.first == s->resize_V_handle_ ) {
|
|
sourceNode->scale_ = start_scale * glm::vec3(1.f, S_resize.y, 1.f);
|
|
if (UserInterface::manager().keyboardModifier())
|
|
sourceNode->scale_.y = float( int( sourceNode->scale_.y * 10.f ) ) / 10.f;
|
|
|
|
ret.type = Cursor_ResizeNS;
|
|
info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
|
|
info << " x " << sourceNode->scale_.y;
|
|
}
|
|
// picking on the rotating handle
|
|
else if ( pick.first == s->rotate_handle_ ) {
|
|
// rotation center to center of source
|
|
glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), start_translation);
|
|
S_from = glm::inverse(T) * glm::vec4( gl_Position_from, 1.f );
|
|
S_to = glm::inverse(T) * glm::vec4( gl_Position_to, 1.f );
|
|
// angle
|
|
float angle = glm::orientedAngle( glm::normalize(glm::vec2(S_from)), glm::normalize(glm::vec2(S_to)));
|
|
// apply rotation on Z axis
|
|
sourceNode->rotation_ = start_rotation + glm::vec3(0.f, 0.f, angle);
|
|
|
|
int degrees = int( glm::degrees(sourceNode->rotation_.z) );
|
|
if (UserInterface::manager().keyboardModifier()) {
|
|
degrees = (degrees / 10) * 10;
|
|
sourceNode->rotation_.z = glm::radians( float(degrees) );
|
|
}
|
|
|
|
ret.type = Cursor_Hand;
|
|
info << "Angle " << degrees << "\u00b0"; // degree symbol
|
|
}
|
|
// picking anywhere but on a handle: user wants to move the source
|
|
else {
|
|
sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from;
|
|
|
|
if (UserInterface::manager().keyboardModifier()) {
|
|
sourceNode->translation_.x = float( int( sourceNode->translation_.x * 10.f ) ) / 10.f;
|
|
sourceNode->translation_.y = float( int( sourceNode->translation_.y * 10.f ) ) / 10.f;
|
|
}
|
|
|
|
ret.type = Cursor_ResizeAll;
|
|
info << "Position (" << std::fixed << std::setprecision(3) << sourceNode->translation_.x;
|
|
info << ", " << sourceNode->translation_.y << ")";
|
|
}
|
|
}
|
|
// don't have a handle, we can only move the source
|
|
else {
|
|
sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from;
|
|
ret.type = Cursor_ResizeAll;
|
|
info << "Position (" << std::fixed << std::setprecision(3) << sourceNode->translation_.x;
|
|
info << ", " << sourceNode->translation_.y << ")";
|
|
}
|
|
|
|
// request update
|
|
s->touch();
|
|
|
|
ret.info = info.str();
|
|
return ret;
|
|
}
|
|
|
|
View::Cursor GeometryView::over (glm::vec2, Source*, std::pair<Node *, glm::vec2>)
|
|
{
|
|
View::Cursor ret = Cursor_Arrow;
|
|
|
|
return ret;
|
|
}
|
|
|
|
LayerView::LayerView() : View(LAYER), aspect_ratio(1.f)
|
|
{
|
|
// read default settings
|
|
if ( Settings::application.views[mode_].name.empty() ) {
|
|
// no settings found: store application default
|
|
Settings::application.views[mode_].name = "Layer";
|
|
scene.root()->scale_ = glm::vec3(LAYER_DEFAULT_SCALE, LAYER_DEFAULT_SCALE, 1.0f);
|
|
scene.root()->translation_ = glm::vec3(1.3f, 1.f, 0.0f);
|
|
saveSettings();
|
|
}
|
|
|
|
// Geometry Scene background
|
|
Surface *rect = new Surface;
|
|
rect->shader()->color.a = 0.3f;
|
|
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::ROUND_SHADOW);
|
|
border->color = glm::vec4( COLOR_FRAME, 0.7f );
|
|
scene.bg()->attach(border);
|
|
}
|
|
|
|
void LayerView::update(float dt)
|
|
{
|
|
View::update(dt);
|
|
|
|
// reorder depth if needed
|
|
if (View::need_deep_update_) {
|
|
|
|
// 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;
|
|
}
|
|
for (NodeSet::iterator node = scene.ws()->begin(); node != scene.ws()->end(); node++) {
|
|
(*node)->translation_.y = (*node)->translation_.x / aspect_ratio;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LayerView::zoom (float factor)
|
|
{
|
|
float z = scene.root()->scale_.x;
|
|
z = CLAMP( z + 0.1f * factor, LAYER_MIN_SCALE, LAYER_MAX_SCALE);
|
|
scene.root()->scale_.x = z;
|
|
scene.root()->scale_.y = z;
|
|
}
|
|
|
|
|
|
float LayerView::setDepth(Source *s, float d)
|
|
{
|
|
if (!s)
|
|
return -1.f;
|
|
|
|
float depth = d;
|
|
|
|
// negative depth given; find the front most depth
|
|
if ( depth < 0.f ) {
|
|
Node *front = scene.ws()->front();
|
|
if (front)
|
|
depth = front->translation_.z + 0.5f;
|
|
else
|
|
depth = 0.5f;
|
|
}
|
|
|
|
// move the layer node of the source
|
|
Group *sourceNode = s->group(mode_);
|
|
|
|
// diagonal movement only
|
|
sourceNode->translation_.x = CLAMP( -depth, -(SCENE_DEPTH - 2.f), 0.f);
|
|
sourceNode->translation_.y = sourceNode->translation_.x / aspect_ratio;
|
|
|
|
// change depth
|
|
sourceNode->translation_.z = -sourceNode->translation_.x;
|
|
|
|
// request update
|
|
s->touch();
|
|
|
|
// request reordering
|
|
View::need_deep_update_ = true;
|
|
|
|
return sourceNode->translation_.z;
|
|
}
|
|
|
|
View::Cursor LayerView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair<Node *, glm::vec2> pick)
|
|
{
|
|
if (!s)
|
|
return Cursor();
|
|
|
|
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 = s->group(mode_)->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
|
|
glm::vec3 dest_translation = start_translation + gl_Position_to - gl_Position_from;
|
|
|
|
// apply change
|
|
float d = setDepth( s, MAX( -dest_translation.x, 0.f) );
|
|
|
|
std::ostringstream info;
|
|
info << "Depth " << std::fixed << std::setprecision(2) << d;
|
|
return Cursor(Cursor_ResizeAll, info.str() );
|
|
}
|
|
|