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path: root/liveengine/src/layers.cpp
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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("%s: %i paths\n",_f.c_str(),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,float colShift) {
	getCentre(cx,cy);
	for (int i=0;i<svg.getNumPath();i++) {
		ofColor c=fills[i]*a;
		if (colShift>0.0f) {
			c.setHue(fmod(c.getHue()+colShift,255.0f));
			//printf ("shift from %f to %f\n",c.getHue(),c.getHue()+colShift);
		}
	    svg.getPathAt(i).setFillColor(c);
	    svg.getPathAt(i).draw(xo,yo);
	}
}

void svglayer::draw(float a,unsigned char* controllers,int cx,int cy,bool transparentBlack,float colShift) {
	getCentre(cx,cy);
        //draw layers tinted by controllers
	for (int i=0;i<svg.getNumPath();i++) {
        float h=fmod(fills[i].getHue()+colShift,255.0f);
        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,float colShift) {
    //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,float colShift=0.0f) {
    imglayer::draw(a,cx,cy,colShift);
}


imglayer::~imglayer()
{
    //img.setUseTexture(false); //free texture
}