diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/createcalls.cpp | 4 | ||||
-rw-r--r-- | src/gl_calls.cpp | 37 | ||||
-rw-r--r-- | src/imgui_ui.cpp | 2 | ||||
-rw-r--r-- | src/imgui_ui_timeline.cpp | 9 | ||||
-rw-r--r-- | src/imgui_ui_viewport.cpp | 2 | ||||
-rw-r--r-- | src/include/defines.h | 4 | ||||
-rw-r--r-- | src/include/main.h | 2 | ||||
-rw-r--r-- | src/include/memory.h | 8 | ||||
-rw-r--r-- | src/main.cpp | 43 | ||||
-rw-r--r-- | src/undo.cpp | 14 |
10 files changed, 80 insertions, 45 deletions
diff --git a/src/createcalls.cpp b/src/createcalls.cpp index fc50b6e..56cf4d8 100644 --- a/src/createcalls.cpp +++ b/src/createcalls.cpp @@ -690,6 +690,10 @@ Property_IsGraphSelected(memory *Memory, property_channel *Property, uint16 *Arr return 0; } +// TODO(fox): It seems like duping many layers at once causes this to take up +// exponentially more data on the undo tree than it should. Rewrite the loop to +// change the offsets before duping, taking into account all dupes, like what +// the sorting code does. // TODO(fox): Add different modes (all dupes on top, each dupe above its layer, two for bottom) static void Sort_OffsetDupes(memory *Memory, sorted_layer_array *SortedLayerStart, block_layer *StartLayer, diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp index 8d5ef8c..5d65100 100644 --- a/src/gl_calls.cpp +++ b/src/gl_calls.cpp @@ -116,11 +116,6 @@ static void GL_InitDefaultVerts() { 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); - glGenVertexArrays(1, &ShapeVerts.VertexArrayObject); glGenBuffers(1, &ShapeVerts.VertexBufferObject); } @@ -212,20 +207,17 @@ GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 glUniform3f(Uniform, 0, 0, 0); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - glBindVertexArray(0); + glBindVertexArray(ShapeVerts.VertexArrayObject); glStencilFunc(GL_EQUAL, StencilLayer, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, Mode); - // 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))); - glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0); - // + glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBindVertexArray(0); @@ -264,11 +256,11 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin // 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) + if (RenderMode & gl_renderflag_fill && !(RenderMode & gl_renderflag_convex)) { // 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); + glBindVertexArray(ShapeVerts.VertexArrayObject); glStencilFunc(GL_ALWAYS, 0, 0xFF); glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); @@ -279,6 +271,8 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); glUniform1i(Uniform, 1); + glBindVertexArray(ShapeVerts.VertexArrayObject); + 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); @@ -291,7 +285,7 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin // allow color component writing glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glBindVertexArray(0); + glBindVertexArray(DefaultVerts.VertexArrayObject); glStencilFunc(GL_EQUAL, StencilLayer + 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); @@ -318,7 +312,7 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin // get cleaned by setting StencilOp to GL_DECR. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - glBindVertexArray(0); + glBindVertexArray(DefaultVerts.VertexArrayObject); glStencilFunc(GL_ALWAYS, 0, 0xFF); glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP); @@ -329,6 +323,8 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); glUniform1i(Uniform, 1); + glBindVertexArray(ShapeVerts.VertexArrayObject); + 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); @@ -341,7 +337,7 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin else if (RenderMode & gl_renderflag_fill) { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glBindVertexArray(0); + glBindVertexArray(ShapeVerts.VertexArrayObject); glStencilFunc(GL_EQUAL, StencilLayer, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); @@ -370,6 +366,7 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin // stroke component if (RenderMode & gl_renderflag_stroke) { + glBindVertexArray(ShapeVerts.VertexArrayObject); Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); glUniform1i(Uniform, 1); Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); diff --git a/src/imgui_ui.cpp b/src/imgui_ui.cpp index 5d8b319..62fcb2a 100644 --- a/src/imgui_ui.cpp +++ b/src/imgui_ui.cpp @@ -721,8 +721,8 @@ ImGui_Menu(project_data *File, project_state *State, ui *UI, memory *Memory, ImG #if STABLE if (ImGui::Selectable("Stable Diffusion tools", UI->StableEnabled)) UI->StableEnabled ^= 1; - ImGui::EndMenu(); #endif + ImGui::EndMenu(); } ImGui::EndMenuBar(); } diff --git a/src/imgui_ui_timeline.cpp b/src/imgui_ui_timeline.cpp index aa4d0cd..964f7c5 100644 --- a/src/imgui_ui_timeline.cpp +++ b/src/imgui_ui_timeline.cpp @@ -653,12 +653,21 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem ImVec2 ColSize(Size, Size); if (ImGui::Button("##test", ColSize)) { int h = 0, z = 0, i = 0; + bool32 Commit = false; while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &z, &i)) { block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i); if (Layer->IsSelected & 0x01) { + if (!Commit) { + History_Entry_Commit(Memory, "Change layer colors"); + Commit = true; + } + History_Action_Swap(Memory, F_Layers, sizeof(Layer->ColIndex), &Layer->ColIndex); Layer->ColIndex = c; } } + if (Commit) { + History_Entry_End(Memory); + } } if ((c+1) % 4) { ImGui::SameLine(); } ImGui::PopStyleColor(); diff --git a/src/imgui_ui_viewport.cpp b/src/imgui_ui_viewport.cpp index 103d325..4b6f6ce 100644 --- a/src/imgui_ui_viewport.cpp +++ b/src/imgui_ui_viewport.cpp @@ -619,7 +619,7 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); } ImGui::SetCursorScreenPos(io.MousePos - ScaleHandleSize/2); - ImGui::Button("##mover", ScaleHandleSize); + ImGui::InvisibleButton("##mover", ScaleHandleSize); if (!State->InteractTransformMode && ImGui::IsItemActivated() && !OtherActions) { State->Interact_Active = interact_type_viewport_transform_gizmo; State->InteractTransformMode = 3; diff --git a/src/include/defines.h b/src/include/defines.h index 2100c07..884ab46 100644 --- a/src/include/defines.h +++ b/src/include/defines.h @@ -31,8 +31,8 @@ typedef uint64 ptrsize; // is there a compiler variable for 32 vs 64 bit like #define MAX_LAYERS 2048 #define MAX_EFFECTS 32 #define MAX_SOURCES 1024 -#define MAX_HISTORY_ENTRIES 1024 -#define MAX_HISTORY_ACTIONS 4096 +#define MAX_HISTORY_ENTRIES 2048 +#define MAX_HISTORY_ACTIONS 8192 #define MAX_COMPS 1024 #define MAX_PRECOMP_RECURSIONS 4 #define MAX_MASKS 8 diff --git a/src/include/main.h b/src/include/main.h index da037dc..10604cb 100644 --- a/src/include/main.h +++ b/src/include/main.h @@ -402,7 +402,7 @@ enum gl_shape_renderflags { gl_renderflag_fill = 1 << 0, gl_renderflag_stroke = 1 << 1, - gl_renderflag_concave = 1 << 2 + gl_renderflag_convex = 1 << 2 }; struct gl_data diff --git a/src/include/memory.h b/src/include/memory.h index ae3fd61..c312c8f 100644 --- a/src/include/memory.h +++ b/src/include/memory.h @@ -46,12 +46,12 @@ struct history_action { uint64 Size; uint64 ByteOffset; uint64 ShiftAmount; // Only for type_shift - int16 Direction; // Only for type_shift + int32 Direction; // Only for type_shift }; struct history_entry { char *Name; - uint16 NumberOfActions; + uint32 NumberOfActions; }; @@ -59,8 +59,8 @@ struct history_entry { struct history_entry_list { history_entry Entry[MAX_HISTORY_ENTRIES]; history_action Action[MAX_HISTORY_ACTIONS]; - uint16 NumberOfEntries; - uint16 EntryPlayhead; + uint32 NumberOfEntries; + uint32 EntryPlayhead; }; struct memory { diff --git a/src/main.cpp b/src/main.cpp index 0b57e99..0bac544 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -300,6 +300,8 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd) gl_viewport_data *RenderData = (gl_viewport_data *)cmd->UserCallbackData; gl_effect_layer MSBuffer = {}; + int err = 0; + int A[4] = {}; glGetIntegerv(GL_VIEWPORT, A); @@ -321,6 +323,8 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd) glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); + // printf("%i\n", RenderData->LayerCount); + for (int i = 0; i < RenderData->LayerCount; i++) { gl_data *Data = RenderData->LayerEntry[i]; @@ -619,14 +623,32 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr } T = Transform_TestInteracts(State, Layer, SortEntry, T); + int Width = 0, Height = 0; + Layer_GetDimensions(Memory, Layer, &Width, &Height); + + // quick test to see if layer is outside viewport + if (CompIndex == File->PrincipalCompIndex) { + int MaxDist = (Width > Height) ? Width : Height; + v2 Pos = V2(T.x, T.y); + v2 Min = Pos - V2(MaxDist / 2); + v2 Max = Pos + V2(MaxDist / 2); + ImVec2 ScreenMin = UI->CompPos + (IV2(Min) / ImVec2(Comp->Width, Comp->Height)) * UI->CompZoom; + ImVec2 ScreenMax = UI->CompPos + (IV2(Max) / ImVec2(Comp->Width, Comp->Height)) * UI->CompZoom; + if (ScreenMax.x < RenderData->ViewportMin.x || + ScreenMin.x > RenderData->ViewportMax.x || + ScreenMin.y > RenderData->ViewportMax.y || + ScreenMax.y < RenderData->ViewportMin.y) + continue; + } + if (Layer->IsShapeLayer) { void *Data = PointBuffer; shape_layer *Shape = &Layer->Shape; shape_options ShapeOpt = Layer->ShapeOpt; if (ShapeOpt.StrokeWidth == 0.0f) { if (ShapeOpt.Visibility == 0) - ShapeOpt.Visibility = 2; - if (ShapeOpt.Visibility == 1) + ShapeOpt.Visibility = 1; + if (ShapeOpt.Visibility == 2) continue; } bool32 IsConvex = 0; @@ -639,21 +661,21 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr uint32 StrokeCount = 0; int RenderFlags = 0; - if (ShapeOpt.Visibility == 1 || ShapeOpt.Visibility == 2) { + if (ShapeOpt.Visibility == 0 || ShapeOpt.Visibility == 2) { RenderFlags |= gl_renderflag_stroke; StrokeCount = NVG_ExpandStroke(Memory, NumberOfVerts, ShapeOpt.StrokeWidth, ShapeOpt.LineCapType, ShapeOpt.LineJoinType, Shape->IsClosed, (nvg_point *)Data, (real32 *)Data_Stroke, &IsConvex); PointBuffer += StrokeCount * sizeof(real32) * 4; Data_Fill = PointBuffer; } - if (ShapeOpt.Visibility == 0 || ShapeOpt.Visibility == 2) { + if (ShapeOpt.Visibility == 0 || ShapeOpt.Visibility == 1) { RenderFlags |= gl_renderflag_fill; NVG_ExpandFill(Memory, NumberOfVerts, (nvg_point *)Data, (real32 *)Data_Fill); PointBuffer += NumberOfVerts * sizeof(real32) * 4; } if (!IsConvex) - RenderFlags |= gl_renderflag_concave; + RenderFlags |= gl_renderflag_convex; // zero to set the framebuffer to main gl_effect_layer TestL = {}; @@ -674,11 +696,10 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr if (ExtraT.scale != 0) { NewExtraT = Transform_Add(NewExtraT, ExtraT, Comp->Width, Comp->Height); } + 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 = NewExtraT; GL_Data->Width = Width; @@ -713,9 +734,6 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr GL_Data->FillCount = 4; } else { Assert(0); - int Width = 0, Height = 0; - Layer_GetDimensions(Memory, Layer, &Width, &Height); - gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer; RenderData->LayerCount++; PointBuffer += sizeof(gl_data); @@ -1142,16 +1160,17 @@ int main(int argc, char *argv[]) { ScreenSize[1] = 1080; } #endif - SDL_Window* window = SDL_CreateWindow("Event Tester", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ScreenSize[0], ScreenSize[1], window_flags); + SDL_Window* window = SDL_CreateWindow("Event Tester", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ScreenSize[0], ScreenSize[1] - 80, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync - if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) + if (!gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress)) { printf("Failed to initialize GLAD"); return -1; } + gladInstallGLDebug(); GL_InitDefaultShader(); GL_InitDefaultVerts(); diff --git a/src/undo.cpp b/src/undo.cpp index c26ab1b..627a0d5 100644 --- a/src/undo.cpp +++ b/src/undo.cpp @@ -231,20 +231,24 @@ void History_Entry_End(memory *Memory) } static void -History_Purge(memory *Memory, history_entry_list *History, uint64 ActionCount_Total, uint64 ActionOffset_Total, uint64 PurgeSize) +History_Purge(memory *Memory, history_entry_list *History, uint64 ActionCount_Total, uint64 ActionOffset_Total, uint64 PurgeSize, uint16 PurgeCount = 0) { int Size = 0; int EntryIndex = 0; int ActionIndex = 0; int ActionCount = 0; - while (Size < PurgeSize) { + bool32 Test = 1; + while (Test) { history_entry *Entry = &History->Entry[EntryIndex]; ActionCount += Entry->NumberOfActions; + if (ActionCount >= 4060) + int b = 0; while (ActionIndex < ActionCount) { Size += History_GetActionSize(History, ActionIndex); ActionIndex++; } EntryIndex++; + Test = (PurgeCount == 0) ? (Size < PurgeSize) : (EntryIndex < PurgeCount); } int EntryCount = (EntryIndex + 1); { @@ -282,8 +286,10 @@ static void History_Action_Add(memory *Memory, history_action ActionData, void * Entry = &History->Entry[History->EntryPlayhead - 1]; Info = History_GetTreeInfo(History, History->EntryPlayhead - 1); } - if (Info.ActionCount_Total > MAX_HISTORY_ACTIONS) { - Assert(0); + if (Info.ActionCount_Total >= MAX_HISTORY_ACTIONS) { + History_Purge(Memory, History, Info.ActionCount_Total, Info.ActionOffset_Total, ActionData.Size * 4, History->NumberOfEntries / 4); + Entry = &History->Entry[History->EntryPlayhead - 1]; + Info = History_GetTreeInfo(History, History->EntryPlayhead - 1); } history_action *Action = &History->Action[Info.ActionCount_Total]; |