render implement thread, wrap GL commands into tasks
This commit is contained in:
538
src/canvas.cpp
538
src/canvas.cpp
@@ -1474,10 +1474,13 @@ void Canvas::FloodData::apply()
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if (!dirty[plane])
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continue;
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auto& rtt = layer->m_rtt[plane];
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rtt.bindTexture();
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rtt.getWidth(), rtt.getHeight(),
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GL_RGBA, GL_UNSIGNED_BYTE, rgb[plane].get());
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rtt.unbindTexture();
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App::I.render_task([&]
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{
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rtt.bindTexture();
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rtt.getWidth(), rtt.getHeight(),
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GL_RGBA, GL_UNSIGNED_BYTE, rgb[plane].get());
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rtt.unbindTexture();
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});
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layer->m_dirty_face[plane] = true;
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}
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}
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@@ -2766,111 +2769,115 @@ bool Canvas::project_open_thread(std::string file_path)
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Image Canvas::thumbnail_generate(int w, int h)
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{
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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Image image;
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image.create(w, h);
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// prepare common states
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glViewport(0, 0, w, h);
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RTT fb;
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fb.create(w, h);
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fb.bindFramebuffer();
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Plane m_face_plane;
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m_face_plane.create<1>(2, 2);
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Texture2D blendtex;
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blendtex.create(w, h);
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// recalculate because of different aspect ratio than the m_proj matrix
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glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
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fb.clear({ 1, 1, 1, 0 });
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for (int i = 0; i < 6; i++)
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App::I.render_task([this, w, h, &image]
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{
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glDisable(GL_BLEND);
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auto plane_mvp = proj * m_mv * m_plane_transform[i] * glm::translate(glm::vec3(0, 0, -1));
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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ShaderManager::use(kShader::TextureBlend);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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if (!ShaderManager::ext_framebuffer_fetch)
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// prepare common states
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glViewport(0, 0, w, h);
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RTT fb;
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fb.create(w, h);
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fb.bindFramebuffer();
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Plane m_face_plane;
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m_face_plane.create<1>(2, 2);
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Texture2D blendtex;
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blendtex.create(w, h);
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// recalculate because of different aspect ratio than the m_proj matrix
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glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
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fb.clear({ 1, 1, 1, 0 });
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for (int i = 0; i < 6; i++)
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{
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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glActiveTexture(GL_TEXTURE2);
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blendtex.bind();
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m_sampler_bg.bind(2);
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}
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m_sampler_bg.bind(0); // nearest
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m_sampler_mask.bind(1); // linear
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for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
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{
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if (!m_layers[layer_index]->m_visible ||
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m_layers[layer_index]->m_opacity == 0.f ||
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!m_layers[layer_index]->m_dirty_face[i])
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continue;
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glDisable(GL_BLEND);
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auto plane_mvp = proj * m_mv * m_plane_transform[i] * glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::TextureBlend);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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glActiveTexture(GL_TEXTURE2);
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blendtex.bind();
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m_sampler_bg.bind(2);
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}
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m_sampler_bg.bind(0); // nearest
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m_sampler_mask.bind(1); // linear
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for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
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{
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if (!m_layers[layer_index]->m_visible ||
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m_layers[layer_index]->m_opacity == 0.f ||
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!m_layers[layer_index]->m_dirty_face[i])
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continue;
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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}
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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m_face_plane.draw_fill();
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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}
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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blendtex.unbind();
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}
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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m_face_plane.draw_fill();
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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}
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE0);
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blendtex.bind();
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// copy the content of the fb before drawing the grid
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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// draw the grid
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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// now blend with the background
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_sampler_mask.bind(0); // linear
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m_plane.draw_fill();
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blendtex.unbind();
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}
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fb.unbindFramebuffer();
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// read the rendered image
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fb.readTextureData((uint8_t*)image.data());
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fb.destroy();
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blendtex.destroy();
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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blendtex.bind();
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// copy the content of the fb before drawing the grid
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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// draw the grid
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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// now blend with the background
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_sampler_mask.bind(0); // linear
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m_plane.draw_fill();
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blendtex.unbind();
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}
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fb.unbindFramebuffer();
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// read the rendered image
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Image image;
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image.create(w, h);
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fb.readTextureData((uint8_t*)image.data());
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fb.destroy();
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blendtex.destroy();
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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});
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return image;
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}
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@@ -2904,140 +2911,146 @@ Image Canvas::thumbnail_read(std::string file_path)
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void Canvas::draw_objects_direct(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer, Layer& layer)
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{
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// prepare common states
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glViewport(0, 0, layer.w, layer.h);
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glDisable(GL_BLEND);
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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for (int i = 0; i < 6; i++)
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App::I.render_task([&]
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{
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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layer.m_rtt[i].bindFramebuffer();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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observer(plane_camera, proj, i);
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// prepare common states
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glViewport(0, 0, layer.w, layer.h);
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glDisable(GL_BLEND);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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layer.m_rtt[i].unbindFramebuffer();
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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layer.m_dirty_face[i] = true;
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layer.m_dirty_box[i] = { 0, 0, layer.w, layer.h };
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}
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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for (int i = 0; i < 6; i++)
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{
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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layer.m_rtt[i].bindFramebuffer();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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glDeleteRenderbuffers(1, &rboID);
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observer(plane_camera, proj, i);
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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layer.m_rtt[i].unbindFramebuffer();
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draw_merge();
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layer.m_dirty_face[i] = true;
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layer.m_dirty_box[i] = { 0, 0, layer.w, layer.h };
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}
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glDeleteRenderbuffers(1, &rboID);
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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draw_merge();
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});
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}
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void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer, Layer& layer)
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{
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// prepare common states
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glViewport(0, 0, layer.w, layer.h);
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glDisable(GL_BLEND);
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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RTT rtt;
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rtt.create(layer.w, layer.h);
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rtt.bindFramebuffer();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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rtt.unbindFramebuffer();
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// allocate action to add to history
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auto action = new ActionStroke;
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action->was_saved = !m_unsaved;
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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for (int i = 0; i < 6; i++)
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App::I.render_task([&]
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{
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// prepare common states
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glViewport(0, 0, layer.w, layer.h);
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glDisable(GL_BLEND);
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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RTT rtt;
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rtt.create(layer.w, layer.h);
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rtt.bindFramebuffer();
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rtt.clear({ 1, 1, 1, 0 });
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observer(plane_camera, proj, i);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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rtt.unbindFramebuffer();
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glm::vec4 bounds = rtt.calc_bounds();
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// allocate action to add to history
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auto action = new ActionStroke;
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action->was_saved = !m_unsaved;
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layer.m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = zw(bounds) - xy(bounds);
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bool has_data = box_sz.x > 0 && box_sz.y > 0;
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if (has_data)
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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for (int i = 0; i < 6; i++)
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{
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(bounds.x, bounds.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = bounds;
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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rtt.bindFramebuffer();
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rtt.clear({ 1, 1, 1, 0 });
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observer(plane_camera, proj, i);
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rtt.unbindFramebuffer();
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glm::vec4 bounds = rtt.calc_bounds();
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layer.m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = zw(bounds) - xy(bounds);
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bool has_data = box_sz.x > 0 && box_sz.y > 0;
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if (has_data)
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{
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(bounds.x, bounds.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
action->m_box[i] = bounds;
|
||||
}
|
||||
|
||||
action->m_old_box[i] = layer.m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer.m_dirty_face[i];
|
||||
|
||||
// draw the tmp layer into the actual layer
|
||||
if (has_data)
|
||||
{
|
||||
ShaderManager::use(kShader::Texture);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-0.5f, 0.5f, -0.5f, 0.5f));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_sampler_nearest.bind(0);
|
||||
rtt.bindTexture();
|
||||
m_plane.draw_fill();
|
||||
rtt.unbindTexture();
|
||||
|
||||
layer.m_dirty_face[i] = true;
|
||||
layer.m_dirty_box[i] = { glm::min(xy(layer.m_dirty_box[i]), xy(bounds)), glm::max(zw(layer.m_dirty_box[i]), zw(bounds)) };
|
||||
}
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
|
||||
action->m_old_box[i] = layer.m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer.m_dirty_face[i];
|
||||
// save history
|
||||
action->m_layer_idx = m_current_layer_idx;
|
||||
action->m_canvas = this;
|
||||
//action->m_stroke = std::move(m_current_stroke);
|
||||
ActionManager::add(action);
|
||||
|
||||
// draw the tmp layer into the actual layer
|
||||
if (has_data)
|
||||
{
|
||||
ShaderManager::use(kShader::Texture);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-0.5f, 0.5f, -0.5f, 0.5f));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_sampler_nearest.bind(0);
|
||||
rtt.bindTexture();
|
||||
m_plane.draw_fill();
|
||||
rtt.unbindTexture();
|
||||
|
||||
layer.m_dirty_face[i] = true;
|
||||
layer.m_dirty_box[i] = { glm::min(xy(layer.m_dirty_box[i]), xy(bounds)), glm::max(zw(layer.m_dirty_box[i]), zw(bounds)) };
|
||||
}
|
||||
glDeleteRenderbuffers(1, &rboID);
|
||||
rtt.destroy();
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
// restore viewport and clear color states
|
||||
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// save history
|
||||
action->m_layer_idx = m_current_layer_idx;
|
||||
action->m_canvas = this;
|
||||
//action->m_stroke = std::move(m_current_stroke);
|
||||
ActionManager::add(action);
|
||||
|
||||
glDeleteRenderbuffers(1, &rboID);
|
||||
rtt.destroy();
|
||||
|
||||
// restore viewport and clear color states
|
||||
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
draw_merge();
|
||||
draw_merge();
|
||||
});
|
||||
}
|
||||
|
||||
void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer)
|
||||
@@ -3153,7 +3166,6 @@ void Layer::destroy()
|
||||
void Layer::optimize()
|
||||
{
|
||||
int saved_bytes = 0;
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!m_dirty_face[i])
|
||||
@@ -3209,24 +3221,25 @@ void Layer::restore(const Snapshot& snap)
|
||||
// it's just a quick fix DON'T SHIP!!
|
||||
//m_rtt[i].recreate();
|
||||
|
||||
m_rtt[i].bindTexture();
|
||||
glm::vec2 box_sz = zw(m_dirty_box[i]) - xy(m_dirty_box[i]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
m_dirty_box[i].x, m_dirty_box[i].y,
|
||||
box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
snap.image[i].get());
|
||||
m_rtt[i].unbindTexture();
|
||||
LOG("restore face %d - %d bytes (%dx%d)", i,
|
||||
(int)box_sz.x * (int)box_sz.y * 4, (int)box_sz.x, (int)box_sz.y);
|
||||
App::I.render_task_async([this,i,&snap]
|
||||
{
|
||||
m_rtt[i].bindTexture();
|
||||
glm::vec2 box_sz = zw(m_dirty_box[i]) - xy(m_dirty_box[i]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
m_dirty_box[i].x, m_dirty_box[i].y,
|
||||
box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
snap.image[i].get());
|
||||
m_rtt[i].unbindTexture();
|
||||
LOG("restore face %d - %d bytes (%dx%d)", i,
|
||||
(int)box_sz.x * (int)box_sz.y * 4, (int)box_sz.x, (int)box_sz.y);
|
||||
});
|
||||
}
|
||||
App::I.render_sync();
|
||||
}
|
||||
|
||||
Layer::Snapshot Layer::snapshot(std::array<glm::vec4, 6> * dirty_box /*= nullptr*/, std::array<bool, 6> * dirty_face /*= nullptr*/)
|
||||
{
|
||||
Snapshot snap;
|
||||
static int counter = 0;
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
snap.m_dirty_box[i] = dirty_box ? dirty_box->at(i) : m_dirty_box[i];
|
||||
@@ -3238,45 +3251,51 @@ Layer::Snapshot Layer::snapshot(std::array<glm::vec4, 6> * dirty_box /*= nullptr
|
||||
snap.image[i] = std::make_unique<uint8_t[]>(m_rtt[i].bytes());
|
||||
|
||||
//glReadBuffer(GL_BACK);
|
||||
m_rtt[i].bindFramebuffer();
|
||||
glm::vec2 box_sz = zw(snap.m_dirty_box[i]) - xy(snap.m_dirty_box[i]);
|
||||
glReadPixels(snap.m_dirty_box[i].x, snap.m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, snap.image[i].get());
|
||||
m_rtt[i].unbindFramebuffer();
|
||||
App::I.render_task_async([this,i,&snap]
|
||||
{
|
||||
m_rtt[i].bindFramebuffer();
|
||||
glm::vec2 box_sz = zw(snap.m_dirty_box[i]) - xy(snap.m_dirty_box[i]);
|
||||
glReadPixels(snap.m_dirty_box[i].x, snap.m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, snap.image[i].get());
|
||||
m_rtt[i].unbindFramebuffer();
|
||||
});
|
||||
//glReadBuffer(GL_NONE);
|
||||
}
|
||||
counter++;
|
||||
App::I.render_sync();
|
||||
return snap;
|
||||
}
|
||||
|
||||
void Layer::clear(const glm::vec4& c)
|
||||
{
|
||||
// push clear color state
|
||||
GLfloat cc[4];
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
glClearColor(c.r, c.g, c.b, c.a);
|
||||
|
||||
bool erase = (c.a == 0.f);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
App::I.render_task([&]
|
||||
{
|
||||
m_rtt[i].bindFramebuffer();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_rtt[i].unbindFramebuffer();
|
||||
// push clear color state
|
||||
GLfloat cc[4];
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
glClearColor(c.r, c.g, c.b, c.a);
|
||||
|
||||
if (erase)
|
||||
{
|
||||
m_dirty_box[i] = glm::vec4(w, h, 0, 0); // reset bounding box
|
||||
m_dirty_face[i] = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dirty_box[i] = glm::vec4(0, 0, w, h); // reset bounding box
|
||||
m_dirty_face[i] = true;
|
||||
}
|
||||
}
|
||||
bool erase = (c.a == 0.f);
|
||||
|
||||
// restore clear color state
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_rtt[i].bindFramebuffer();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_rtt[i].unbindFramebuffer();
|
||||
|
||||
if (erase)
|
||||
{
|
||||
m_dirty_box[i] = glm::vec4(w, h, 0, 0); // reset bounding box
|
||||
m_dirty_face[i] = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dirty_box[i] = glm::vec4(0, 0, w, h); // reset bounding box
|
||||
m_dirty_face[i] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// restore clear color state
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
});
|
||||
}
|
||||
|
||||
bool Layer::create(int width, int height, std::string name)
|
||||
@@ -3284,15 +3303,18 @@ bool Layer::create(int width, int height, std::string name)
|
||||
m_name = name;
|
||||
w = width;
|
||||
h = height;
|
||||
for (int i = 0; i < 6; i++)
|
||||
App::I.render_task([&]
|
||||
{
|
||||
m_rtt[i].create(width, height);
|
||||
m_rtt[i].bindFramebuffer();
|
||||
m_rtt[i].clear();
|
||||
m_rtt[i].unbindFramebuffer();
|
||||
m_dirty_box[i] = glm::vec4(w, h, 0, 0); // reset bounding box
|
||||
m_dirty_face[i] = false;
|
||||
}
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_rtt[i].create(width, height);
|
||||
m_rtt[i].bindFramebuffer();
|
||||
m_rtt[i].clear();
|
||||
m_rtt[i].unbindFramebuffer();
|
||||
m_dirty_box[i] = glm::vec4(w, h, 0, 0); // reset bounding box
|
||||
m_dirty_face[i] = false;
|
||||
}
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user