diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/createcalls.cpp | 10 | ||||
-rw-r--r-- | src/gl_calls.cpp | 36 | ||||
-rw-r--r-- | src/imgui_ui.cpp | 41 | ||||
-rw-r--r-- | src/imgui_ui_viewport.cpp | 30 | ||||
-rw-r--r-- | src/include/all.h | 4 | ||||
-rw-r--r-- | src/include/layer.h | 2 | ||||
-rw-r--r-- | src/include/main.h | 16 | ||||
-rw-r--r-- | src/layer.cpp | 21 | ||||
-rw-r--r-- | src/main.cpp | 65 | ||||
-rw-r--r-- | src/sorted.cpp | 22 |
10 files changed, 183 insertions, 64 deletions
diff --git a/src/createcalls.cpp b/src/createcalls.cpp index bf9eea2..09bcea5 100644 --- a/src/createcalls.cpp +++ b/src/createcalls.cpp @@ -688,9 +688,9 @@ Property_IsGraphSelected(memory *Memory, property_channel *Property, uint16 *Arr } // TODO(fox): Add different modes (all dupes on top, each dupe above its layer, two for bottom) -void -SortUnionTest(memory *Memory, sorted_layer_array *SortedLayerStart, block_layer *StartLayer, - int i, int FauxIncrement, int LayerCount, int Mode) +static void +Sort_OffsetDupes(memory *Memory, sorted_layer_array *SortedLayerStart, block_layer *StartLayer, + int i, int FauxIncrement, int LayerCount, int Mode) { block_layer *PrevLayer = StartLayer; for (int a = i+1; a < LayerCount; a++) { @@ -698,7 +698,7 @@ SortUnionTest(memory *Memory, sorted_layer_array *SortedLayerStart, block_layer uint32 NextIndex_Physical = NextSortEntry->Block_Layer_Index; block_layer *NextLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, NextIndex_Physical); if (NextLayer->Vertical_Offset == PrevLayer->Vertical_Offset) { - if (Mode == 0) { + if (Mode == 0 && !NextSortEntry->IsFake) { History_Action_Swap(Memory, F_Layers, sizeof(NextLayer->Vertical_Offset), &NextLayer->Vertical_Offset); NextLayer->Vertical_Offset -= 1; } else { @@ -792,7 +792,7 @@ Project_Layer_Duplicate(project_data *File, project_state *State, memory *Memory Layer_Select(Memory, State, Memory_Block_LazyIndexAtAddress(Memory, F_Layers, NewLayer)); NewLayer->Vertical_Offset--; - SortUnionTest(Memory, SortedLayerStart, NewLayer, i, 0, LayerCount, 0); + Sort_OffsetDupes(Memory, SortedLayerStart, NewLayer, i, 0, LayerCount, 0); Assert(!NewLayer->x.Keyframe_Count); Assert(!NewLayer->y.Keyframe_Count); diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp index 8bdd7f1..1203c2f 100644 --- a/src/gl_calls.cpp +++ b/src/gl_calls.cpp @@ -260,7 +260,11 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin Uniform = glGetUniformLocation(DefaultShaderProgram, "Scale"); glUniform1f(Uniform, T.scale); - if (RenderMode == 0 || RenderMode == 1) + // Concave shapes are fairly more costly than convex: we have to write to + // the stencil buffer, but since we also are using it to mask out precomps, + // every shape has to be drawn a second time to "clean up" the buffer. + + if (RenderMode & gl_renderflag_fill && RenderMode & gl_renderflag_concave) { // disable color component writing and allow stencil writing using the shape layer's vertices glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); @@ -309,8 +313,6 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin // --- - // 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. @@ -335,14 +337,38 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - } else { + } + else if (RenderMode & gl_renderflag_fill) + { + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glBindVertexArray(0); + glStencilFunc(GL_EQUAL, StencilLayer, 0xFF); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + + Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); + glUniform1i(Uniform, 1); + Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); + glUniform1i(Uniform, 1); + Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol"); + glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b); + + 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))); + + glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0); + } + else { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } glBindVertexArray(0); // stroke component - if (RenderMode == 0 || RenderMode == 2) { + if (RenderMode & gl_renderflag_stroke) + { Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); glUniform1i(Uniform, 1); Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); diff --git a/src/imgui_ui.cpp b/src/imgui_ui.cpp index 84e2b91..5d0f65d 100644 --- a/src/imgui_ui.cpp +++ b/src/imgui_ui.cpp @@ -9,7 +9,6 @@ ImGui_File(project_data *File, project_state *State, memory *Memory, ImGuiIO io, { ImGui::Begin("Files"); ImGui::Text("%s: %hu", "Layers", File->Layer_Count); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); if (ImGui::IsKeyPressed(ImGuiKey_Backspace)) { @@ -90,18 +89,6 @@ ImGui_File(project_data *File, project_state *State, memory *Memory, ImGuiIO io, // if (!ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows)) // Source_DeselectAll(File, Memory); -#if DEBUG - - for (int i = 0; i < Debug.Temp.WatchedProperties; i++) { - if (Debug.Temp.DebugPropertyType[i] == d_float) { - ImGui::Text("%s: %f", Debug.Temp.String[i], Debug.Temp.Val[i].f); - } else if (Debug.Temp.DebugPropertyType[i] == d_int) { - ImGui::Text("%s: %i", Debug.Temp.String[i], Debug.Temp.Val[i].i); - } else if (Debug.Temp.DebugPropertyType[i] == d_uint) { - ImGui::Text("%s: %u", Debug.Temp.String[i], Debug.Temp.Val[i].u); - } - } -#endif ImGui::End(); } @@ -144,6 +131,15 @@ ImGui_ColorPanel(project_data *File, project_state *State, ui *UI, memory *Memor UI->AltColor = Temp; } + if (State->Tool == tool_default) { + if (ImGui::MenuItem("All", NULL, (State->SelectionMode == 0))) { + State->SelectionMode = 0; + } + if (ImGui::MenuItem("Exclude precomps", NULL, (State->SelectionMode == 1))) { + State->SelectionMode = 1; + } + } + if (State->Tool == tool_brush) { real32 BrushSizeMin = 0; real32 BrushSizeMax = 1024; @@ -167,6 +163,20 @@ ImGui_ColorPanel(project_data *File, project_state *State, ui *UI, memory *Memor // ImGui_Opt_Shape(&State->Pen.Opt); } +#if DEBUG + + for (int i = 0; i < Debug.Temp.WatchedProperties; i++) { + if (Debug.Temp.DebugPropertyType[i] == d_float) { + ImGui::Text("%s: %f", Debug.Temp.String[i], Debug.Temp.Val[i].f); + } else if (Debug.Temp.DebugPropertyType[i] == d_int) { + ImGui::Text("%s: %i", Debug.Temp.String[i], Debug.Temp.Val[i].i); + } else if (Debug.Temp.DebugPropertyType[i] == d_uint) { + ImGui::Text("%s: %u", Debug.Temp.String[i], Debug.Temp.Val[i].u); + } + } + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); +#endif + ImGui::End(); } @@ -395,6 +405,9 @@ ImGui_ProcessInputs(project_data *File, project_state *State, ui *UI, memory *Me } // if (ImGui::IsKeyPressed(ImGuiKey_RightBracket)) { // } + if (ImGui::IsKeyPressed(ImGuiKey_GraveAccent)) { + Layer_ApplyPreviousSelection(File, State, Memory); + } if (ImGui::IsKeyPressed(ImGuiKey_X)) { if (State->TimelineMode == timeline_mode_graph && State->Interact_Active == interact_type_keyframe_move) { @@ -683,6 +696,8 @@ ImGui_Menu(project_data *File, project_state *State, ui *UI, memory *Memory, ImG UI->Mode = 0; if (ImGui::Selectable("Vector view", UI->Mode == 1)) UI->Mode = 1; + if (ImGui::MenuItem("Clip viewport canvas", NULL, State->ViewportEnabled == 0)) + State->ViewportEnabled ^= 1; #if STABLE if (ImGui::Selectable("Stable Diffusion tools", UI->StableEnabled)) UI->StableEnabled ^= 1; diff --git a/src/imgui_ui_viewport.cpp b/src/imgui_ui_viewport.cpp index ed26ce7..dc37225 100644 --- a/src/imgui_ui_viewport.cpp +++ b/src/imgui_ui_viewport.cpp @@ -676,7 +676,7 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me Layer_DeselectAll(File, State, Memory, 1); State->Interact_Transform = {}; } - if (Selection != -1) + if (Selection > 0) Layer_Select(Memory, State, Selection); } State->Interact_Active = interact_type_none; @@ -1108,6 +1108,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, bool open = true; ImGui::Begin("Viewport", &open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); + DebugWatchVar("Count: ", &State->PreviousSelectionCount, d_int); if (ImGui::IsWindowHovered(ImGuiFocusedFlags_ChildWindows)) { State->FocusedWindow = focus_viewport; @@ -1144,16 +1145,8 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, // BGCOL = IM_COL32(0, 0, 0, 255); OUTLINE = IM_COL32(255,255,255, 255); } - draw_list->AddRectFilled(ViewportMin, ViewportMax, BGCOL); - draw_list->AddRect(ViewportMin, ViewportMax, IM_COL32(255,255,255, 255)); - - real32 FontSize = ImGui::GetFontSize(); - ImGui::SetCursorScreenPos(ImVec2(ViewportMax.x - FontSize*2, ViewportMin.y + ViewportScale.y - FontSize*3.0)); - ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 80)); - if (ImGui::Button("?")) - State->ImGuiPopups = popup_keybinds; - ImGui::PopStyleColor(); + draw_list->AddRectFilled(ViewportMin, ViewportMax, BGCOL); // Actual composition texture draw_list->PushClipRect(ViewportMin, ViewportMax, true); @@ -1167,7 +1160,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, Arbitrary_Zero(Data, Memory->Slot[B_PointData].Size); gl_viewport_data *RenderData = (gl_viewport_data *)Data; Data += sizeof(gl_viewport_data); - *RenderData = { ImGui::GetMainViewport()->Size, + *RenderData = { ViewportMin, ViewportMax, ImGui::GetMainViewport()->Size, State->ViewportEnabled, Comp->Width, Comp->Height, Comp->BytesPerPixel, UI->CompPos, UI->CompZoom, UI->CompZoom.x / Comp->Width, {} }; layer_transforms ExtraT = {}; @@ -1180,6 +1173,15 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, } draw_list->PopClipRect(); + draw_list->AddRect(ViewportMin, ViewportMax, IM_COL32(255,255,255, 255)); + + real32 FontSize = ImGui::GetFontSize(); + ImGui::SetCursorScreenPos(ImVec2(ViewportMax.x - FontSize*2, ViewportMin.y + ViewportScale.y - FontSize*3.0)); + ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 80)); + if (ImGui::Button("?")) + State->ImGuiPopups = popup_keybinds; + ImGui::PopStyleColor(); + // UI+interaction for layer if (State->MostRecentlySelectedLayer > -1) @@ -1275,7 +1277,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, v2 CompPoint = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos) * V2(MainComp->Width, MainComp->Height); int32 Selection = LayerIterate_TestSelection(State, Memory, File->PrincipalCompIndex, T, CompPoint, SortedCompArray, SortedLayerArray, io.KeyShift); - if (!io.KeyShift && !State->InteractTransformMode && Selection != -1) { + if (!io.KeyShift && !State->InteractTransformMode && Selection > 0) { Layer_DeselectAll(File, State, Memory); Layer_Select(Memory, State, Selection); State->Interact_Active = interact_type_viewport_transform_gizmo; @@ -1323,10 +1325,10 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, SortedCompArray, SortedLayerArray, io.KeyShift); if (State->Tool == tool_default && State->Interact_Active == interact_type_none) { if (!io.KeyShift && State->Interact_Active == interact_type_none) { - Layer_DeselectAll(File, State, Memory); + Layer_DeselectAll(File, State, Memory, 0, 1); State->Interact_Transform = {}; } - if (Selection != -1) + if (Selection > 0) Layer_Select(Memory, State, Selection); } } diff --git a/src/include/all.h b/src/include/all.h index cdd14a8..b5b1d77 100644 --- a/src/include/all.h +++ b/src/include/all.h @@ -224,6 +224,10 @@ static void Layer_TestBoxSelect(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex, layer_transforms ExtraT, v2 MinPos, v2 MaxPos); +static void +Sort_OffsetDupes(memory *Memory, sorted_layer_array *SortedLayerStart, block_layer *StartLayer, sorted_layer_array *StartSortEntry, + int i, int FauxIncrement, int LayerCount, int Mode); + void AV_IsFileSupported(char *filename, bool32 *IsVideo, bool32 *HasAudio); void AV_Dealloc(av_info *AV); diff --git a/src/include/layer.h b/src/include/layer.h index 074a274..bbea0e6 100644 --- a/src/include/layer.h +++ b/src/include/layer.h @@ -24,7 +24,7 @@ static void Layer_Select_RecurseUp(memory *Memory, project_state *State, int32 i, int16 RecursionIdx[MAX_PRECOMP_RECURSIONS], uint32 Recursions); static void -Layer_DeselectAll(project_data *File, project_state *State, memory *Memory, bool32 AllowComp = 0); +Layer_DeselectAll(project_data *File, project_state *State, memory *Memory, bool32 AllowComp = 0, bool32 RecordSelection = 0); static bool32 Layer_LoopChannels(project_state *State, memory *Memory, sorted_property_array **SortedProperty, uint16 **SortedKeyframe, block_layer *Layer, diff --git a/src/include/main.h b/src/include/main.h index 9c1da89..3b4843e 100644 --- a/src/include/main.h +++ b/src/include/main.h @@ -398,6 +398,13 @@ struct gl_effect_layer { uint32 Stencil_Renderbuffer; }; +enum gl_shape_renderflags +{ + gl_renderflag_fill = 1 << 0, + gl_renderflag_stroke = 1 << 1, + gl_renderflag_concave = 1 << 2 +}; + struct gl_data { int Type; @@ -415,7 +422,10 @@ struct gl_data struct gl_viewport_data { + ImVec2 ViewportMin; + ImVec2 ViewportMax; ImVec2 ViewportSize; + int ViewportDisplay; int Width; int Height; int BytesPerPixel; @@ -468,6 +478,12 @@ struct project_state bool32 UpdateScreen = 1; // refreshes entire UI; influenced by raw key/mouse input bool32 DebugDisableCache = 1; + bool32 ViewportEnabled = 0; + bool32 SelectionMode = 1; + + uint16 PreviousSelection[MAX_LAYERS]; + uint16 PreviousSelectionCount = 0; + // bad uint32 CachedFrameCount; int32 LastCachedFrame = -10000; diff --git a/src/layer.cpp b/src/layer.cpp index 9a3a0a4..0b278e5 100644 --- a/src/layer.cpp +++ b/src/layer.cpp @@ -230,7 +230,22 @@ Interact_BoxSelect_End(project_data *File, project_state *State, memory *Memory) } static void -Layer_DeselectAll(project_data *File, project_state *State, memory *Memory, bool32 AllowComp) { +Layer_ApplyPreviousSelection(project_data *File, project_state *State, memory *Memory) +{ + if (State->PreviousSelectionCount) { + for (int a = 0; a < State->PreviousSelectionCount; a++) { + int Idx = State->PreviousSelection[a]; + block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Idx); + Layer->IsSelected = 0x01; + } + State->MostRecentlySelectedLayer = State->PreviousSelection[0]; + } +} + +static void +Layer_DeselectAll(project_data *File, project_state *State, memory *Memory, bool32 AllowComp, bool32 RecordSelection) { + if (RecordSelection && State->PreviousSelectionCount) + State->PreviousSelectionCount = 0; int h = 0, c = 0, i = 0; bool32 ShiftLayers = false; while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) { @@ -239,6 +254,10 @@ Layer_DeselectAll(project_data *File, project_state *State, memory *Memory, bool ShiftLayers = 1; } else { if (!(AllowComp && Layer->IsSelected & 0x02)) { + if (Layer->IsSelected & 0x01 && RecordSelection) { + State->PreviousSelection[State->PreviousSelectionCount] = i; + State->PreviousSelectionCount++; + } Layer->IsSelected = 0x00; } } diff --git a/src/main.cpp b/src/main.cpp index 77a405a..f5ffbea 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -74,6 +74,7 @@ Main_RenderUI(ImGuiIO io, ImVec4 clear_color, SDL_Window *window) static bool32 Main_InputTest(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID) { + uint64 InputStart = SDL_GetPerformanceCounter(); ImGuiIO& io = ImGui::GetIO(); SDL_Event event = {}; int test = 0; @@ -171,6 +172,10 @@ Main_InputTest(project_data *File, project_state *State, memory *Memory, sorted_ test += 1; if (State->UpdateScreen) test = 0; + + uint64 InputTime = SDL_GetPerformanceCounter() - InputStart; + printf("OURUI: %.2lu\n", InputTime); + return test; } @@ -291,6 +296,7 @@ Render_SortKeyframes(project_data *File, project_state *State, memory *Memory, static void GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd) { + uint64 PerfStart = SDL_GetPerformanceCounter(); gl_viewport_data *RenderData = (gl_viewport_data *)cmd->UserCallbackData; gl_effect_layer MSBuffer = {}; @@ -350,13 +356,22 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd) glBindFramebuffer(GL_READ_FRAMEBUFFER, MSBuffer.FramebufferObject); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // The multisample framebuffer allows us to conveniently clip to the comp bounds. - ImVec2 MinPos(RenderData->UIPos.x, A[3] - RenderData->UIPos.y - RenderData->UIZoom.y); - ImVec2 MaxPos = MinPos + RenderData->UIZoom; - glBlitFramebuffer(MinPos.x, MinPos.y, MaxPos.x, MaxPos.y, - MinPos.x, MinPos.y, MaxPos.x, MaxPos.y, - GL_COLOR_BUFFER_BIT, GL_LINEAR); + if (RenderData->ViewportDisplay == 1) { + ImVec2 MinPos(RenderData->UIPos.x, A[3] - RenderData->UIPos.y - RenderData->UIZoom.y); + ImVec2 MaxPos = MinPos + RenderData->UIZoom; + glBlitFramebuffer(MinPos.x, MinPos.y, MaxPos.x, MaxPos.y, + MinPos.x, MinPos.y, MaxPos.x, MaxPos.y, + GL_COLOR_BUFFER_BIT, GL_LINEAR); + } else { + // TODO(fox): fix this? + glBlitFramebuffer(RenderData->ViewportMin.x, RenderData->ViewportMin.y - 50, RenderData->ViewportMax.x, RenderData->ViewportMax.y, + RenderData->ViewportMin.x, RenderData->ViewportMin.y - 50, RenderData->ViewportMax.x, RenderData->ViewportMax.y, + GL_COLOR_BUFFER_BIT, GL_LINEAR); + } GL_DeleteHWBuffer(&MSBuffer); + uint64 PerfEnd = SDL_GetPerformanceCounter() - PerfStart; + printf("OPENGL: %.2lu\n", PerfEnd); } // TODO(fox): We have five functions that essentially do this same precomp loop @@ -465,17 +480,19 @@ LayerIterate_SelectionAct(project_state *State, memory *Memory, uint32 CompIndex Assert(Layer->Block_Composition_Index == CompIndex); int Width = 0, Height = 0; Layer_GetDimensions(Memory, Layer, &Width, &Height); - if (Layer->IsPrecomp && (Layer->IsSelected & 0x03)) { + if (Layer->IsPrecomp && (Layer->IsSelected & 0x03 || State->SelectionMode == 1)) { // only like 20% sure how this works... layer_transforms NewExtraT = Layer_GetTransforms(Layer); v2 NewCenter = T_CompPosToLayerPos(NewExtraT, Comp->Width, Comp->Height, Width, Height, Center.x, Center.y); NewExtraT.rotation = ExtraT.rotation - NewExtraT.rotation; NewExtraT.scale = ExtraT.scale / NewExtraT.scale; LayerIndex = LayerIterate_SelectionAct(State, Memory, Layer->Block_Source_Index, NewExtraT, NewCenter, SortedCompArray, SortedLayerArray, SelectionCount, SelectedLayerIndex, SelectedPrecompIndex, BelowOnly); - if (LayerIndex != -1) { + if (LayerIndex == -2) { + return -2; + } else if (LayerIndex != -1) { Layer->IsSelected = 0x02; return LayerIndex; - } + } } v2 Position = State->Interact_Transform.Position; real32 Rad = (ExtraT.rotation * (PI / 180)); @@ -484,16 +501,22 @@ LayerIterate_SelectionAct(project_state *State, memory *Memory, uint32 CompIndex Position = XAxis + YAxis; layer_transforms T = Layer_GetTransforms(Layer); v2 UV = T_CompUVToLayerUV(T, Comp->Width, Comp->Height, Width, Height, Center / V2(Comp->Width, Comp->Height)); - if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && !(Layer->IsSelected & 0x01) && !Layer->IsLocked) + if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && !Layer->IsLocked) { - if (!BelowOnly && SelectionCount == 1) { - if (i < SelectedLayerIndex || SelectedPrecompIndex != CompIndex) { + if (!(Layer->IsSelected & 0x01)) { + if (!BelowOnly && SelectionCount == 1) { + if (i < SelectedLayerIndex || SelectedPrecompIndex != CompIndex) { + LayerIndex = Index_Physical; + break; + } + } else { LayerIndex = Index_Physical; break; } - } else { - LayerIndex = Index_Physical; - break; + } else if (Layer->IsSelected & 0x01 && BelowOnly) { + Layer->IsSelected = 0x00; + State->Interact_Transform = {}; + return -2; } } } @@ -621,10 +644,16 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr RenderData->LayerCount++; PointBuffer += sizeof(gl_data); + int RenderFlags = 0; int Visibility = ShapeOpt.Visibility; + if (Visibility == 0 || Visibility == 2) + RenderFlags |= gl_renderflag_fill; + if (Visibility == 1 || Visibility == 2) + RenderFlags |= gl_renderflag_stroke; + *GL_Data = { 0, Data_Stroke, StrokeCount, ShapeOpt.StrokeCol, Data_Fill, NumberOfVerts, ShapeOpt.FillCol, - T, Shape->Width, Shape->Height, Visibility }; + T, Shape->Width, Shape->Height, RenderFlags }; } else if (Layer->IsPrecomp) { layer_transforms NewExtraT = Layer_GetTransforms(Layer); @@ -1322,7 +1351,9 @@ int main(int argc, char *argv[]) { // TODO(fox): Do the same thing with the timeline and viewport to // reduce wasted rendering further; for now I am at least pausing all // UI when no inputs happen. + uint64 InputStart = SDL_GetPerformanceCounter(); State->UpdateScreen += Main_InputTest(File, State, &Memory, Sorted, &File->UI, window, textureID); + uint64 InputTime = SDL_GetPerformanceCounter() - InputStart; if (State->IsPlaying) { block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(&Memory, F_Precomps, File->PrincipalCompIndex); @@ -1423,6 +1454,7 @@ int main(int argc, char *argv[]) { // frames, but we'd have to make sure the pop order stays the same in all scenarios. Assert(Debug.ScratchState == 0); + uint64 RenderStart = SDL_GetPerformanceCounter(); bool32 UpdateScreen = 0; if (State->IsPlaying && State->HotFramePerf > 1 && FullyCached) { uint64 RenderTime = SDL_GetPerformanceCounter() - State->HotFramePerf; @@ -1439,6 +1471,7 @@ int main(int argc, char *argv[]) { UpdateScreen = 1; } } + uint64 RenderTime = SDL_GetPerformanceCounter() - RenderStart; if (State->HotFramePerf == 1) { State->HotFramePerf = SDL_GetPerformanceCounter(); @@ -1459,6 +1492,8 @@ int main(int argc, char *argv[]) { if (TargetMS > FrameMS) SDL_Delay((uint64)(TargetMS - FrameMS)); } + printf("TOTAL: %.2lu, (%.2f ms) - INPUTS: %.2lu - RENDERING: %.2lu\n", PerfTime, FrameMS, InputTime, RenderTime); + // printf("TOTAL: %.2lu, (%.2f ms) - RENDERING: %.2lu\n", PerfTime, FrameMS, PerfTime); } for (int i = 0; i < 7; i++) { diff --git a/src/sorted.cpp b/src/sorted.cpp index 1553bf9..948c6f6 100644 --- a/src/sorted.cpp +++ b/src/sorted.cpp @@ -299,16 +299,7 @@ Layer_SortAll(project_state *State, memory *Memory, sorted_layer_array *LayerEntry = &SortedLayerStart[Idx]; block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry->Block_Layer_Index); if (Layer->IsSelected & 0x01) { - for (int a = i+1; a < SortedCompStart->LayerCount; a++) { - int PrevIdx = a + FauxIncrement - 1; - sorted_layer_array *PrevLayerEntry = &SortedLayerStart[PrevIdx]; - int NextIdx = a + FauxIncrement; - sorted_layer_array *NextLayerEntry = &SortedLayerStart[NextIdx]; - if (NextLayerEntry->SortedOffset == PrevLayerEntry->SortedOffset) - NextLayerEntry->SortedOffset -= 1; - else - break; - } + // Sort_OffsetDupes(Memory, SortedLayerStart, Layer, LayerEntry, i, FauxIncrement, SortedCompStart->LayerCount, 1); uint8 *Address_Start = (uint8 *)(LayerEntry); uint8 *Address_End = (uint8 *)(&SortedLayerStart[SortedCompStart->LayerCount + FauxIncrement]) - 1; Assert(SortedCompStart->CurrentSortIndex != (SortedCompStart->LayerCount + SortedCompStart->FakeLayerCount)); @@ -318,6 +309,17 @@ Layer_SortAll(project_state *State, memory *Memory, Assert(FakeLayerEntry->Block_Layer_Index == LayerEntry->Block_Layer_Index); FakeLayerEntry->IsFake = true; FauxIncrement++; + + sorted_layer_array *PrevLayerEntry = FakeLayerEntry; + for (int a = i+1; a < SortedCompStart->LayerCount; a++) { + int NextIdx = a + FauxIncrement; + sorted_layer_array *NextLayerEntry = &SortedLayerStart[NextIdx]; + if (NextLayerEntry->SortedOffset == PrevLayerEntry->SortedOffset) + NextLayerEntry->SortedOffset -= 1; + else + break; + PrevLayerEntry = NextLayerEntry; + } } i++; } |