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#include "layers.h"
svglayer::svglayer() {
xo=0;yo=0;
}
svglayer::svglayer(string _f)
{
load(_f);
}
void svglayer::load(string _f){
//check if files exits
svg.load(_f);
printf("%i paths\n",svg.getNumPath());
for (int i=0;i<svg.getNumPath();i++) {
fills.push_back(svg.getPathAt(i).getFillColor());
strokes.push_back(svg.getPathAt(i).getStrokeColor());
printf(" path %i: fill %08x stroke %08x\n",i,svg.getPathAt(i).getFillColor().getHex(),svg.getPathAt(i).getStrokeColor().getHex());
}
isLoaded= (svg.getNumPath()>0);
}
void svglayer::getCentre(int cx,int cy) {
if (svg.getNumPath()>0) {
xo=(cx-svg.getWidth())/2;
yo=(cy-svg.getHeight())/2;
}
}
void svglayer::draw(float a,int cx,int cy) {
getCentre(cx,cy);
for (int i=0;i<svg.getNumPath();i++) {
svg.getPathAt(i).setFillColor(fills[i]*a);
svg.getPathAt(i).draw(xo,yo);
}
}
void svglayer::draw(float a,unsigned char* controllers,int cx,int cy,bool transparentBlack) {
getCentre(cx,cy);
//draw layers tinted by controllers
for (int i=0;i<svg.getNumPath();i++) {
float h=fills[i].getHue();
float ha=h/42.7; //0-5
int h1=(((int)ha)+2)%6;
int h2=h1+1;
float f2=ha-h1;
float f1=1.0f-f2;
//if (transparentBlack) printf("transparent black draw %f\n",(a*(((controllers[h1]*f1)+(controllers[h2]*f2))/127.0)));
svg.getPathAt(i).setFillColor(fills[i]*a*(((controllers[h1]*f1)+(controllers[h2]*f2))/127.0));;
if (!transparentBlack||(a*(((controllers[h1]*f1)+(controllers[h2]*f2))/127.0))>0.1) {
svg.getPathAt(i).draw(xo,yo);
}
}
}
svglayer::~svglayer()
{
//dtor
}
imglayer::imglayer() {
//img.setUseTexture(false);
}
imglayer::imglayer(string _f)
{
load(_f);
}
void imglayer::load(string _f){
bool success=img.loadImage(_f);
printf("%s\n",success?"loaded":"not loaded");
}
/*
WTF is going on with the image drawing
*/
void imglayer::draw(float a,int cx,int cy) {
//if (img.isAllocated()) if (!img.isUsingTexture()) img.setUseTexture(true); //has to be done from the main thread? still doesn't work
img.draw(0,0,ofGetWidth(),ofGetHeight());
printf("drawing %f\n",ofGetElapsedTimef());
}
void imglayer::draw(float a,unsigned char* controllers,int cx,int cy,bool transparentBlack=false) {
imglayer::draw(a,cx,cy);
}
imglayer::~imglayer()
{
//img.setUseTexture(false); //free texture
}
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