use merged layer when color picking

This commit is contained in:
2019-07-28 15:13:04 +02:00
parent 92d4a43fcf
commit 170fee273e

View File

@@ -74,48 +74,16 @@ void Canvas::pick_update(int plane)
App::I->render_task([this, plane] App::I->render_task([this, plane]
{ {
// save viewport and clear color states std::array<bool, 6> faces{ false };
GLint vp[4]; faces[plane] = true;
GLfloat cc[4]; draw_merge(faces);
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, m_width, m_height);
glEnable(GL_BLEND);
int i = plane; int i = plane;
m_tmp[i].bindFramebuffer(); m_layers_merge.m_rtt[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
glActiveTexture(GL_TEXTURE0);
m_sampler.bind(0);
for (auto& l : m_layers)
{
if (!l->m_visible || l->m_opacity == 0.f)
continue;
ShaderManager::u_float(kShaderUniform::Alpha, l->m_opacity);
l->m_rtt[i].bindTexture();
m_plane.draw_fill();
l->m_rtt[i].unbindTexture();
}
m_sampler.unbind();
if (!m_pick_data[plane]) if (!m_pick_data[plane])
m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width * m_height); m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width * m_height);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get()); glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get());
m_tmp[i].unbindFramebuffer(); m_layers_merge.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);
}); });
m_pick_ready[plane] = true; m_pick_ready[plane] = true;
@@ -958,6 +926,8 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
{ {
use_blend |= l->m_blend_mode != 0; use_blend |= l->m_blend_mode != 0;
} }
if (Canvas::I->m_current_stroke)
use_blend |= Canvas::I->m_current_stroke->m_brush->m_blend_mode != 0;
// if not using shader blend, use gl rasterizer blend // if not using shader blend, use gl rasterizer blend
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -1000,6 +970,9 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
if (m_current_stroke && m_current_mode == kCanvasMode::Erase && m_show_tmp && m_current_layer_idx == layer_index) if (m_current_stroke && m_current_mode == kCanvasMode::Erase && m_show_tmp && m_current_layer_idx == layer_index)
{ {
m_sampler.bind(0); m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
ShaderManager::use(kShader::CompErase); ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1); ShaderManager::u_int(kShaderUniform::TexStroke, 1);
@@ -1025,6 +998,10 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
else if (m_current_stroke && m_show_tmp && m_current_layer_idx == layer_index) else if (m_current_stroke && m_show_tmp && m_current_layer_idx == layer_index)
{ {
m_sampler.bind(0); m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale); glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
if (b->m_pattern_flipx) patt_scale.x *= -1.f; if (b->m_pattern_flipx) patt_scale.x *= -1.f;
@@ -1081,7 +1058,7 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
} }
else else
{ {
m_sampler.bind(0); m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha); ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity); ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
@@ -1103,6 +1080,7 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
if (use_blend) if (use_blend)
{ {
m_sampler.bind(0); m_sampler.bind(0);
m_sampler.bind(2);
ShaderManager::use(kShader::TextureBlend); ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::Tex, 0);