render implement thread, wrap GL commands into tasks

This commit is contained in:
2019-07-06 22:25:07 +02:00
parent db27334ce5
commit 0012e2ce9b
18 changed files with 1252 additions and 904 deletions

View File

@@ -1474,10 +1474,13 @@ void Canvas::FloodData::apply()
if (!dirty[plane])
continue;
auto& rtt = layer->m_rtt[plane];
rtt.bindTexture();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rtt.getWidth(), rtt.getHeight(),
GL_RGBA, GL_UNSIGNED_BYTE, rgb[plane].get());
rtt.unbindTexture();
App::I.render_task([&]
{
rtt.bindTexture();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rtt.getWidth(), rtt.getHeight(),
GL_RGBA, GL_UNSIGNED_BYTE, rgb[plane].get());
rtt.unbindTexture();
});
layer->m_dirty_face[plane] = true;
}
}
@@ -2766,111 +2769,115 @@ bool Canvas::project_open_thread(std::string file_path)
Image Canvas::thumbnail_generate(int w, int h)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
Image image;
image.create(w, h);
// prepare common states
glViewport(0, 0, w, h);
RTT fb;
fb.create(w, h);
fb.bindFramebuffer();
Plane m_face_plane;
m_face_plane.create<1>(2, 2);
Texture2D blendtex;
blendtex.create(w, h);
// recalculate because of different aspect ratio than the m_proj matrix
glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
fb.clear({ 1, 1, 1, 0 });
for (int i = 0; i < 6; i++)
App::I.render_task([this, w, h, &image]
{
glDisable(GL_BLEND);
auto plane_mvp = proj * m_mv * m_plane_transform[i] * glm::translate(glm::vec3(0, 0, -1));
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
if (!ShaderManager::ext_framebuffer_fetch)
// prepare common states
glViewport(0, 0, w, h);
RTT fb;
fb.create(w, h);
fb.bindFramebuffer();
Plane m_face_plane;
m_face_plane.create<1>(2, 2);
Texture2D blendtex;
blendtex.create(w, h);
// recalculate because of different aspect ratio than the m_proj matrix
glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
fb.clear({ 1, 1, 1, 0 });
for (int i = 0; i < 6; i++)
{
ShaderManager::u_int(kShaderUniform::TexBG, 2);
glActiveTexture(GL_TEXTURE2);
blendtex.bind();
m_sampler_bg.bind(2);
}
m_sampler_bg.bind(0); // nearest
m_sampler_mask.bind(1); // linear
for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
{
if (!m_layers[layer_index]->m_visible ||
m_layers[layer_index]->m_opacity == 0.f ||
!m_layers[layer_index]->m_dirty_face[i])
continue;
glDisable(GL_BLEND);
auto plane_mvp = proj * m_mv * m_plane_transform[i] * glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
if (!ShaderManager::ext_framebuffer_fetch)
{
ShaderManager::u_int(kShaderUniform::TexBG, 2);
glActiveTexture(GL_TEXTURE2);
blendtex.bind();
m_sampler_bg.bind(2);
}
m_sampler_bg.bind(0); // nearest
m_sampler_mask.bind(1); // linear
for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
{
if (!m_layers[layer_index]->m_visible ||
m_layers[layer_index]->m_opacity == 0.f ||
!m_layers[layer_index]->m_dirty_face[i])
continue;
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
}
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index]->m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_layers[layer_index]->m_rtt[i].bindTexture();
m_face_plane.draw_fill();
m_layers[layer_index]->m_rtt[i].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index]->m_rtt[i].unbindTexture();
}
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
blendtex.unbind();
}
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index]->m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_layers[layer_index]->m_rtt[i].bindTexture();
m_face_plane.draw_fill();
m_layers[layer_index]->m_rtt[i].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index]->m_rtt[i].unbindTexture();
}
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE0);
blendtex.bind();
// copy the content of the fb before drawing the grid
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
// draw the grid
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
// now blend with the background
glEnable(GL_BLEND);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_sampler_mask.bind(0); // linear
m_plane.draw_fill();
blendtex.unbind();
}
fb.unbindFramebuffer();
// read the rendered image
fb.readTextureData((uint8_t*)image.data());
fb.destroy();
blendtex.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);
blendtex.bind();
// copy the content of the fb before drawing the grid
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
// draw the grid
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
// now blend with the background
glEnable(GL_BLEND);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_sampler_mask.bind(0); // linear
m_plane.draw_fill();
blendtex.unbind();
}
fb.unbindFramebuffer();
// read the rendered image
Image image;
image.create(w, h);
fb.readTextureData((uint8_t*)image.data());
fb.destroy();
blendtex.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);
});
return image;
}
@@ -2904,140 +2911,146 @@ Image Canvas::thumbnail_read(std::string file_path)
void Canvas::draw_objects_direct(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer, Layer& layer)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, layer.w, layer.h);
glDisable(GL_BLEND);
GLuint rboID;
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
for (int i = 0; i < 6; i++)
App::I.render_task([&]
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
layer.m_rtt[i].bindFramebuffer();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
observer(plane_camera, proj, i);
// prepare common states
glViewport(0, 0, layer.w, layer.h);
glDisable(GL_BLEND);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
layer.m_rtt[i].unbindFramebuffer();
GLuint rboID;
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
layer.m_dirty_face[i] = true;
layer.m_dirty_box[i] = { 0, 0, layer.w, layer.h };
}
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
for (int i = 0; i < 6; i++)
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
layer.m_rtt[i].bindFramebuffer();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
glDeleteRenderbuffers(1, &rboID);
observer(plane_camera, proj, i);
// 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);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
layer.m_rtt[i].unbindFramebuffer();
draw_merge();
layer.m_dirty_face[i] = true;
layer.m_dirty_box[i] = { 0, 0, layer.w, layer.h };
}
glDeleteRenderbuffers(1, &rboID);
// 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();
});
}
void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer, Layer& layer)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, layer.w, layer.h);
glDisable(GL_BLEND);
GLuint rboID;
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
RTT rtt;
rtt.create(layer.w, layer.h);
rtt.bindFramebuffer();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
rtt.unbindFramebuffer();
// allocate action to add to history
auto action = new ActionStroke;
action->was_saved = !m_unsaved;
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
for (int i = 0; i < 6; i++)
App::I.render_task([&]
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, layer.w, layer.h);
glDisable(GL_BLEND);
GLuint rboID;
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
RTT rtt;
rtt.create(layer.w, layer.h);
rtt.bindFramebuffer();
rtt.clear({ 1, 1, 1, 0 });
observer(plane_camera, proj, i);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
rtt.unbindFramebuffer();
glm::vec4 bounds = rtt.calc_bounds();
// allocate action to add to history
auto action = new ActionStroke;
action->was_saved = !m_unsaved;
layer.m_rtt[i].bindFramebuffer();
// save image before commit
glm::vec2 box_sz = zw(bounds) - xy(bounds);
bool has_data = box_sz.x > 0 && box_sz.y > 0;
if (has_data)
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
for (int i = 0; i < 6; i++)
{
action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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;
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
rtt.bindFramebuffer();
rtt.clear({ 1, 1, 1, 0 });
observer(plane_camera, proj, i);
rtt.unbindFramebuffer();
glm::vec4 bounds = rtt.calc_bounds();
layer.m_rtt[i].bindFramebuffer();
// save image before commit
glm::vec2 box_sz = zw(bounds) - xy(bounds);
bool has_data = box_sz.x > 0 && box_sz.y > 0;
if (has_data)
{
action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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;
}