fix mixer on iOS, work with RGBA16F buffers on iOS instead of fallback to RGBA8

This commit is contained in:
2018-08-05 16:27:26 +02:00
parent 2137de66ff
commit 0fb6658373
6 changed files with 27 additions and 15 deletions

View File

@@ -223,6 +223,7 @@ void ui::Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz
{
m_mixer.bindFramebuffer();
float zoom = m_node->root()->m_zoom;
glViewport(0, 0, m_mixer.getWidth(), m_mixer.getHeight());
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
@@ -325,6 +326,8 @@ void ui::Canvas::stroke_draw()
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
float zoom = m_node->root()->m_zoom;
auto m_brush = m_current_stroke->m_brush;
auto samples = m_current_stroke->compute_samples();
@@ -354,9 +357,8 @@ void ui::Canvas::stroke_draw()
glm::vec2 bb_max(0, 0);
for (int j = 0; j < 4; j++)
{
auto p = (m_mixer_sample.pos + off[j] + glm::vec2(0, 1));
auto p = (m_mixer_sample.pos + off[j] * glm::orientate2(-s.angle) + glm::vec2(0, 1)) / zoom;
UV2[j] = p / sz;
//UV2[j].y = 1.f - UV2[j].y;
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, p));
bb_max = glm::min(sz, glm::max(bb_max, p));
}
@@ -897,8 +899,8 @@ void ui::Canvas::resize(int width, int height)
for (int i = 0; i < 6; i++)
{
#if __IOS__
m_tmp[i].create(width, height, -1, GL_RGBA8);
m_tex[i].create(width, height, GL_RGBA8);
m_tmp[i].create(width, height, -1, GL_RGBA16F);
m_tex[i].create(width, height, GL_RGBA16F);
#else
m_tmp[i].create(width, height, -1, GL_RGBA32F);
m_tex[i].create(width, height, GL_RGBA32F);
@@ -917,8 +919,8 @@ bool ui::Canvas::create(int width, int height)
for (int i = 0; i < 6; i++)
{
#if __IOS__
m_tmp[i].create(width, height, -1, GL_RGBA8);
m_tex[i].create(width, height, GL_RGBA8);
m_tmp[i].create(width, height, -1, GL_RGBA16F);
m_tex[i].create(width, height, GL_RGBA16F);
#else
m_tmp[i].create(width, height, -1, GL_RGBA32F);
m_tex[i].create(width, height, GL_RGBA32F);