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-rw-r--r--src/createcalls.cpp2
-rw-r--r--src/gl_calls.cpp142
-rw-r--r--src/imgui_ui_viewport.cpp2
-rw-r--r--src/include/all.h4
-rw-r--r--src/main.cpp154
5 files changed, 174 insertions, 130 deletions
diff --git a/src/createcalls.cpp b/src/createcalls.cpp
index 54dd376..18ab1b7 100644
--- a/src/createcalls.cpp
+++ b/src/createcalls.cpp
@@ -581,7 +581,7 @@ Layer_Nudge(project_data *File, project_state *State, memory *Memory,
sorted_comp_array SortedCompStart = SortedCompArray[File->PrincipalCompIndex];
sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(SortedLayerArray, SortedCompArray, File->PrincipalCompIndex);
State->Interact_Active = interact_type_layer_move;
- State->Interact_Offset[0] = 1;
+ State->Interact_Offset[0] = -1;
History_Entry_Commit(Memory, "Move layer stack down");
for (int i = 0; i < SortedCompStart.LayerCount; i++)
{
diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp
index 91dba4f..8bdd7f1 100644
--- a/src/gl_calls.cpp
+++ b/src/gl_calls.cpp
@@ -180,17 +180,8 @@ static void
GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
layer_transforms T, int Width, int Height, int BytesPerPixel,
int L_Width, int L_Height,v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
- ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom)
+ ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, int StencilLayer, int Mode)
{
- // stencil buffer
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
- glStencilMask(0xff);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
int Uniform = 0;
Uniform = glGetUniformLocation(DefaultShaderProgram, "CompDimensions");
@@ -220,6 +211,11 @@ GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32
Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
glUniform3f(Uniform, 0, 0, 0);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glBindVertexArray(0);
+ glStencilFunc(GL_EQUAL, StencilLayer, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, Mode);
+
// fill
// vertices
glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
@@ -228,13 +224,9 @@ GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
- // stencil buffer
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
- glDisable(GL_CULL_FACE);
-
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
//
+
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindVertexArray(0);
@@ -244,18 +236,8 @@ static void
GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
layer_transforms T, int Width, int Height, int BytesPerPixel,
int L_Width, int L_Height,v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
- ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, bool32 KeepStencil)
+ ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, int StencilLayer)
{
- // stencil buffer
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- if (!KeepStencil)
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
- glStencilMask(0xff);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
int Uniform = 0;
Uniform = glGetUniformLocation(DefaultShaderProgram, "CompDimensions");
@@ -280,30 +262,34 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
if (RenderMode == 0 || RenderMode == 1)
{
+ // disable color component writing and allow stencil writing using the shape layer's vertices
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glBindVertexArray(0);
+ glStencilFunc(GL_ALWAYS, 0, 0xFF);
+
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
glUniform1i(Uniform, 1);
Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
glUniform1i(Uniform, 1);
- // fill
- // vertices
- glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+ glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
- // stencil buffer
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
- glDisable(GL_CULL_FACE);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
- glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
- //
+ // ---
+ // allow color component writing
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindVertexArray(0);
+ glStencilFunc(GL_EQUAL, StencilLayer + 1, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
glUniform1i(Uniform, 0);
@@ -312,33 +298,50 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b);
- // stencil for fill
- //
- // vertices
- glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
- // stencil buffer
- glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-
- glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
- //
+ glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
+ glEnableVertexAttribArray(1);
+
+ glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
+
+ // ---
+
+ // NOTE(fox): We need to clean up the mask after we draw the colors if
+ // precomps are involved.
+ // TODO(fox): If this is the final method, add this optimization: shapes with
+ // no precomps below them don't have to be drawn twice and can instead
+ // get cleaned by setting StencilOp to GL_DECR.
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glBindVertexArray(0);
+ glStencilFunc(GL_ALWAYS, 0, 0xFF);
+
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
+ glUniform1i(Uniform, 1);
+
+ glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} else {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
- // stencil buffer not needed
- glDisable(GL_STENCIL_TEST);
- glStencilMask(0xFF);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
-
glBindVertexArray(0);
+ // stroke component
if (RenderMode == 0 || RenderMode == 2) {
Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
glUniform1i(Uniform, 1);
@@ -347,17 +350,14 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
glUniform3f(Uniform, StrokeCol.r, StrokeCol.g, StrokeCol.b);
- // stroke
- //
- glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount);
- //
+ glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+ glEnableVertexAttribArray(1);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount);
}
}
diff --git a/src/imgui_ui_viewport.cpp b/src/imgui_ui_viewport.cpp
index 6503e6f..1fd5bf9 100644
--- a/src/imgui_ui_viewport.cpp
+++ b/src/imgui_ui_viewport.cpp
@@ -1153,7 +1153,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
UI->CompPos, UI->CompZoom, UI->CompZoom.x / Comp->Width, {} };
layer_transforms ExtraT = {};
Render_UI(File, State, Memory, UI, draw_list, Data, RenderData,
- SortedCompArray, SortedLayerArray, &ExtraT,
+ SortedCompArray, SortedLayerArray, ExtraT,
SortedPropertyStart, SortedKeyframeArray, File->PrincipalCompIndex, State->Frame_Current);
draw_list->AddCallback(GL_Test, (void *)StartAddress);
draw_list->AddCallback(ImDrawCallback_ResetRenderState, NULL);
diff --git a/src/include/all.h b/src/include/all.h
index da7de64..11957af 100644
--- a/src/include/all.h
+++ b/src/include/all.h
@@ -487,9 +487,9 @@ T_CompUVToLayerUV(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint3
static v2
T_CompPosToLayerPos(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, real32 X, real32 Y);
-static void
+static uint8 *
Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, uint8 *PointBuffer, gl_viewport_data *RenderData,
- sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, layer_transforms *ExtraT,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, layer_transforms ExtraT,
sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray, uint32 CompIndex, int32 Frame_Current);
static layer_transforms
diff --git a/src/main.cpp b/src/main.cpp
index 534460e..e5fae1d 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -292,24 +292,47 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd)
glUseProgram(DefaultShaderProgram);
bool32 KeepStencil = false;
+ int StencilLayer = 0;
+
+ // stencil buffer
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_STENCIL_TEST);
+ glStencilMask(0xff);
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
for (int i = 0; i < RenderData->LayerCount; i++) {
gl_data *Data = RenderData->LayerEntry[i];
if (Data->Type == 0) {
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL_RasterizeShape2(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
+ Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
+ Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
+ RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom, StencilLayer);
+ } else if (Data->Type == 1) {
+ GL_BlitStencil(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
+ Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
+ Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
+ RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom, StencilLayer, GL_INCR);
+ StencilLayer++;
+ } else if (Data->Type == 2) {
+ GL_BlitStencil(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
- RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom, KeepStencil);
+ RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom, StencilLayer, GL_DECR);
+ StencilLayer--;
} else {
- // GL_BlitStencil(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
- // Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
- // Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
- // RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom);
- // KeepStencil = true;
+ Assert(0);
}
}
+ // stencil buffer testing not needed
+ glDisable(GL_STENCIL_TEST);
+ glStencilMask(0xFF);
+ glStencilFunc(GL_ALWAYS, 0, 0xFF);
+
+
glBindFramebuffer(GL_READ_FRAMEBUFFER, MSBuffer.FramebufferObject);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// The multisample framebuffer allows us to conveniently clip to the comp bounds.
@@ -322,9 +345,9 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd)
GL_DeleteHWBuffer(&MSBuffer);
}
-static void
+static uint8 *
Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, uint8 *PointBuffer, gl_viewport_data *RenderData,
- sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, layer_transforms *ExtraT,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, layer_transforms ExtraT,
sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray, uint32 CompIndex, int32 Frame_Current)
{
block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, CompIndex);
@@ -342,46 +365,6 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
sorted_layer_array SortEntry = SortedLayerStart[i];
uint32 Index_Physical = SortEntry.Block_Layer_Index;
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
- if (Layer->IsPrecomp) {
- *ExtraT = Layer_GetTransforms(Layer);
- if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected == 1) {
- Transform_ApplyInteractive(State->Interact_Transform, &ExtraT->x, &ExtraT->y, &ExtraT->rotation, &ExtraT->scale);
- }
- if (State->Interact_Active == interact_type_viewport_transform_gizmo && Layer->IsSelected == 1) {
- Transform_ApplyInteractive(State->Interact_Transform, &ExtraT->x, &ExtraT->y, &ExtraT->rotation, &ExtraT->scale);
- }
- if (State->Interact_Active == interact_type_viewport_slide && Layer->IsSelected == 1) {
- Assert(0);
- // Transform_ApplySlide((v2 *)&State->Interact_Offset[0], &T);
- }
- if (State->Interact_Active == interact_type_viewport_duplicate && SortEntry.IsFake) {
- Assert(Layer->IsSelected);
- ExtraT->x += State->Interact_Offset[0];
- ExtraT->y += State->Interact_Offset[1];
- }
- gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer;
- RenderData->LayerCount++;
- PointBuffer += sizeof(gl_data);
- int Width = 0, Height = 0;
- Layer_GetDimensions(Memory, Layer, &Width, &Height);
- GL_Data->Type = 1;
- GL_Data->T = *ExtraT;
- GL_Data->Width = Width;
- GL_Data->Height = Height;
- GL_Data->FillData = PointBuffer;
- real32 CompVerts[16] = { 0.f, 0.f, 0.f, 0.f,
- 0.f, (real32)Height, 0.f, 0.f,
- (real32)Width, (real32)Height, 0.f, 0.f,
- (real32)Width, 0.f, 0.f, 0.f };
- for (int a = 0; a < 16; a++) {
- *(real32 *)PointBuffer = CompVerts[a];
- PointBuffer += sizeof(real32);
- }
- GL_Data->FillCount = 4;
- Render_UI(File, State, Memory, UI, draw_list, PointBuffer, RenderData,
- SortedCompArray, SortedLayerArray, ExtraT,
- SortedPropertyStart, SortedKeyframeArray, Layer->Block_Source_Index, Frame_Current);
- }
int32 Frame_Start = Layer->Frame_Start;
int32 Frame_End = Layer->Frame_End;
int32 Frame_Offset = Layer->Frame_Offset;
@@ -394,8 +377,6 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
if (Frame_Start_Abs <= Frame_Current &&
Frame_End_Abs > Frame_Current && Layer->IsVisible)
{
- void *Data = PointBuffer;
-
layer_transforms T = Layer_GetTransforms(Layer);
if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected == 1) {
Transform_ApplyInteractive(State->Interact_Transform, &T.x, &T.y, &T.rotation, &T.scale);
@@ -412,11 +393,12 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
T.x += State->Interact_Offset[0];
T.y += State->Interact_Offset[1];
}
- if (ExtraT->scale != 0) {
- T = Transform_Add(T, *ExtraT, Comp->Width, Comp->Height);
+ if (ExtraT.scale != 0) {
+ T = Transform_Add(T, ExtraT, Comp->Width, Comp->Height);
}
if (Layer->IsShapeLayer) {
+ void *Data = PointBuffer;
shape_layer *Shape = &Layer->Shape;
shape_options ShapeOpt = Layer->ShapeOpt;
if (ShapeOpt.Visibility == 1 && ShapeOpt.StrokeWidth <= 0.0f)
@@ -444,7 +426,68 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
*GL_Data = { 0, Data_Stroke, StrokeCount, ShapeOpt.StrokeCol,
Data_Fill, NumberOfVerts, ShapeOpt.FillCol,
T, Shape->Width, Shape->Height, Visibility };
- } else if (!Layer->IsPrecomp) {
+ } else if (Layer->IsPrecomp) {
+
+ layer_transforms NewExtraT = Layer_GetTransforms(Layer);
+ if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected == 1) {
+ Transform_ApplyInteractive(State->Interact_Transform, &NewExtraT.x, &NewExtraT.y, &NewExtraT.rotation, &NewExtraT.scale);
+ }
+ if (State->Interact_Active == interact_type_viewport_transform_gizmo && Layer->IsSelected == 1) {
+ Transform_ApplyInteractive(State->Interact_Transform, &NewExtraT.x, &NewExtraT.y, &NewExtraT.rotation, &NewExtraT.scale);
+ }
+ if (State->Interact_Active == interact_type_viewport_slide && Layer->IsSelected == 1) {
+ Assert(0);
+ // Transform_ApplySlide((v2 *)&State->Interact_Offset[0], &T);
+ }
+ if (State->Interact_Active == interact_type_viewport_duplicate && SortEntry.IsFake) {
+ Assert(Layer->IsSelected);
+ NewExtraT.x += State->Interact_Offset[0];
+ NewExtraT.y += State->Interact_Offset[1];
+ }
+ if (ExtraT.scale != 0) {
+ ExtraT = Transform_Add(NewExtraT, ExtraT, Comp->Width, Comp->Height);
+ } else {
+ ExtraT = NewExtraT;
+ }
+ gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer;
+ RenderData->LayerCount++;
+ PointBuffer += sizeof(gl_data);
+ int Width = 0, Height = 0;
+ Layer_GetDimensions(Memory, Layer, &Width, &Height);
+ GL_Data->Type = 1;
+ GL_Data->T = ExtraT;
+ GL_Data->Width = Width;
+ GL_Data->Height = Height;
+ GL_Data->FillData = PointBuffer;
+ real32 CompVerts[16] = { 0.f, 0.f, 0.f, 0.f,
+ 0.f, (real32)Height, 0.f, 0.f,
+ (real32)Width, (real32)Height, 0.f, 0.f,
+ (real32)Width, 0.f, 0.f, 0.f };
+ for (int a = 0; a < 16; a++) {
+ *(real32 *)PointBuffer = CompVerts[a];
+ PointBuffer += sizeof(real32);
+ }
+ GL_Data->FillCount = 4;
+
+ PointBuffer = Render_UI(File, State, Memory, UI, draw_list, PointBuffer, RenderData,
+ SortedCompArray, SortedLayerArray, ExtraT,
+ SortedPropertyStart, SortedKeyframeArray, Layer->Block_Source_Index, Frame_Current);
+
+ GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer;
+ RenderData->LayerCount++;
+ PointBuffer += sizeof(gl_data);
+ GL_Data->Type = 2;
+ GL_Data->T = ExtraT;
+ GL_Data->Width = Width;
+ GL_Data->Height = Height;
+ GL_Data->FillData = PointBuffer;
+ for (int a = 0; a < 16; a++) {
+ *(real32 *)PointBuffer = CompVerts[a];
+ PointBuffer += sizeof(real32);
+ }
+ GL_Data->FillCount = 4;
+ } else {
+ Assert(0);
int Width = 0, Height = 0;
Layer_GetDimensions(Memory, Layer, &Width, &Height);
@@ -456,13 +499,13 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
GL_Data->Width = Width;
GL_Data->Height = Height;
GL_Data->T = T;
- } else {
- }
+ }
}
}
Assert((PointBuffer - (uint8 *)Memory->Slot[B_PointData].Address) < Memory->Slot[B_PointData].Size);
+ return PointBuffer;
}
static void *
@@ -950,6 +993,7 @@ int main(int argc, char *argv[]) {
State->UpdateFrame = true;
State->MostRecentlySelectedLayer = 0;
}
+
#else
// uint16 SourceIndex = Source_Generate(File, State, &Memory, (void *)"../asset/yu.webm");
// block_source *Source = (block_source *)Memory_Block_AddressAtIndex(&Memory, F_Sources, SourceIndex);