render merged layers cache
This commit is contained in:
@@ -81,10 +81,6 @@ void NodeCanvas::draw()
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m_canvas->m_box = box;
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m_canvas->m_vp = c;
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// auto plane_mvp = proj * camera * transform *
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// glm::scale(glm::vec3(sz, 1));
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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@@ -114,21 +110,11 @@ void NodeCanvas::draw()
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m_canvas->m_plane_shape[plane_index] = m_canvas->face_to_shape2D(plane_index);
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}
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// check if any layer use blend, otherwise draw directly on main framebuffer
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bool use_blend = false;
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for (size_t i = 0; i < m_canvas->m_order.size(); i++)
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{
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auto layer_index = m_canvas->m_order[i];
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use_blend |= m_canvas->m_layers[layer_index]->m_blend_mode != 0;
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}
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bool draw_merged = !(m_canvas->m_current_mode == kCanvasMode::Camera);
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if (use_blend)
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{
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m_cache_rtt.bindFramebuffer();
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m_cache_rtt.clear({ 1, 1, 1, 0 });
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}
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else
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if (draw_merged)
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{
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glDisable(GL_BLEND);
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// draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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@@ -141,243 +127,303 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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}
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// if not using shader blend, use gl rasterizer blend
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use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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const auto& b = m_canvas->m_current_stroke->m_brush;
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for (size_t i = 0; i < m_canvas->m_order.size(); i++)
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{
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auto layer_index = m_canvas->m_order[i];
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
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(!m_canvas->m_layers[layer_index]->m_visible ||
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m_canvas->m_layers[layer_index]->m_opacity == .0f ||
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!m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
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continue;
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if (use_blend)
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{
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m_blender_rtt.bindFramebuffer();
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m_blender_rtt.clear();
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}
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int z = (int)(m_canvas->m_order.size() - i);
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(z + 1)) *
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glm::eulerAngleYXZ(yaw, pitch, roll) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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if (m_canvas->m_current_stroke && m_canvas->m_current_mode == kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_dual_enabled)
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m_canvas->m_tmp_dual[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE4);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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glBindTexture(GL_TEXTURE_2D, 0);
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_dual_enabled)
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m_canvas->m_tmp_dual[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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else
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{
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m_sampler.bind(0);
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m_sampler_linear.bind(1);
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ShaderManager::use(kShader::TextureAlphaSep);
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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_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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if (use_blend)
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{
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m_blender_rtt.unbindFramebuffer();
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}
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// draw the blended
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if (use_blend)
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{
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m_sampler.bind(0);
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m_sampler_linear.bind(1);
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m_sampler.bind(2);
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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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if (!ShaderManager::ext_framebuffer_fetch)
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
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glActiveTexture(GL_TEXTURE0);
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m_blender_rtt.bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_blender_rtt.bindTexture();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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m_blender_bg.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
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m_blender_bg.size().x, m_blender_bg.size().y);
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}
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m_face_plane.draw_fill();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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m_blender_bg.unbind();
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}
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glActiveTexture(GL_TEXTURE1);
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m_blender_rtt.unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_blender_rtt.unbindTexture();
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}
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#ifdef _DEBUG
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// draw dirty area
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{
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auto bb = m_canvas->m_layers[layer_index]->m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index]->w;
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glm::vec2 bbmin = xy(bb);
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glm::vec2 bbsz = zw(bb) - xy(bb);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
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* glm::translate(glm::vec3(bbmin * 2.f, 0))
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* glm::translate(glm::vec3(-1, -1, 0))
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* glm::scale(glm::vec3(bbsz, 1))
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* glm::translate(glm::vec3(1, 1, 0))
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);
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m_face_plane.draw_stroke();
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}
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#endif
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}
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}
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if (use_blend)
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{
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m_cache_rtt.unbindFramebuffer();
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}
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// draw the grid behind the layers using a temporary copy
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if (use_blend)
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{
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glEnable(GL_BLEND);
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//draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
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int z = 1;
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auto plane_mvp_z = proj * camera *
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//glm::scale(glm::vec3(z + 1)) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1.f));
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glm::translate(glm::vec3(0, 0, -1));
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m_sampler.bind(0);
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m_sampler_linear.bind(1);
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ShaderManager::use(kShader::TextureAlphaSep);
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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_float(kShaderUniform::Alpha, 1.f);
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers_merge.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_layers_merge.m_rtt[plane_index].bindTexture();
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_layers_merge.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers_merge.m_rtt[plane_index].unbindTexture();
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}
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}
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else
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{
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// check if any layer use blend, otherwise draw directly on main framebuffer
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bool use_blend = false;
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for (size_t i = 0; i < m_canvas->m_order.size(); i++)
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{
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auto layer_index = m_canvas->m_order[i];
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use_blend |= m_canvas->m_layers[layer_index]->m_blend_mode != 0;
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}
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// draw the layers
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m_sampler.bind(0);
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glActiveTexture(GL_TEXTURE0);
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m_cache_rtt.bindTexture();
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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<float>(-1, 1, -1, 1));
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m_face_plane.draw_fill();
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m_cache_rtt.unbindTexture();
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if (use_blend)
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{
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m_cache_rtt.bindFramebuffer();
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m_cache_rtt.clear({ 1, 1, 1, 0 });
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}
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else
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{
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// draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_order.size() + 500)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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}
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// if not using shader blend, use gl rasterizer blend
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use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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const auto& b = m_canvas->m_current_stroke->m_brush;
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for (size_t i = 0; i < m_canvas->m_order.size(); i++)
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{
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auto layer_index = m_canvas->m_order[i];
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
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(!m_canvas->m_layers[layer_index]->m_visible ||
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m_canvas->m_layers[layer_index]->m_opacity == .0f ||
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!m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
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continue;
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if (use_blend)
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{
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m_blender_rtt.bindFramebuffer();
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m_blender_rtt.clear();
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}
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int z = (int)(m_canvas->m_order.size() - i);
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(z + 1)) *
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glm::eulerAngleYXZ(yaw, pitch, roll) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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if (m_canvas->m_current_stroke && m_canvas->m_current_mode == kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
|
||||
{
|
||||
m_sampler.bind(0);
|
||||
|
||||
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
|
||||
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
|
||||
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
|
||||
|
||||
ShaderManager::use(kShader::CompDraw);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
|
||||
ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
ShaderManager::u_int(kShaderUniform::TexDual, 3);
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
|
||||
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
|
||||
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
|
||||
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
|
||||
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
|
||||
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
|
||||
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
|
||||
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
|
||||
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_tmp[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (b->m_dual_enabled)
|
||||
m_canvas->m_tmp_dual[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
b->m_pattern_texture ?
|
||||
b->m_pattern_texture->bind() :
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
m_face_plane.draw_fill();
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (b->m_dual_enabled)
|
||||
m_canvas->m_tmp_dual[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_tmp[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
ShaderManager::use(kShader::TextureAlphaSep);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
|
||||
m_face_plane.draw_fill();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
|
||||
if (use_blend)
|
||||
{
|
||||
m_blender_rtt.unbindFramebuffer();
|
||||
}
|
||||
|
||||
// draw the blended
|
||||
if (use_blend)
|
||||
{
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
m_sampler.bind(2);
|
||||
|
||||
ShaderManager::use(kShader::TextureBlend);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 2);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_blender_rtt.bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_blender_rtt.bindTexture();
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
m_blender_bg.bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
|
||||
m_blender_bg.size().x, m_blender_bg.size().y);
|
||||
}
|
||||
|
||||
m_face_plane.draw_fill();
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
m_blender_bg.unbind();
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_blender_rtt.unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_blender_rtt.unbindTexture();
|
||||
}
|
||||
|
||||
#ifdef _DEBUG
|
||||
// draw dirty area
|
||||
{
|
||||
auto bb = m_canvas->m_layers[layer_index]->m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index]->w;
|
||||
glm::vec2 bbmin = xy(bb);
|
||||
glm::vec2 bbsz = zw(bb) - xy(bb);
|
||||
ShaderManager::use(kShader::Color);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
|
||||
* glm::translate(glm::vec3(bbmin * 2.f, 0))
|
||||
* glm::translate(glm::vec3(-1, -1, 0))
|
||||
* glm::scale(glm::vec3(bbsz, 1))
|
||||
* glm::translate(glm::vec3(1, 1, 0))
|
||||
);
|
||||
m_face_plane.draw_stroke();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
if (use_blend)
|
||||
{
|
||||
m_cache_rtt.unbindFramebuffer();
|
||||
}
|
||||
|
||||
// draw the grid behind the layers using a temporary copy
|
||||
if (use_blend)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
//draw the grid
|
||||
for (int plane_index = 0; plane_index < 6; plane_index++)
|
||||
{
|
||||
auto plane_mvp = proj * camera *
|
||||
glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
|
||||
m_canvas->m_plane_transform[plane_index] *
|
||||
glm::translate(glm::vec3(0, 0, -1.f));
|
||||
|
||||
ShaderManager::use(kShader::Checkerboard);
|
||||
ShaderManager::u_int(kShaderUniform::Colorize, false);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
|
||||
m_face_plane.draw_fill();
|
||||
}
|
||||
|
||||
// draw the layers
|
||||
m_sampler.bind(0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_cache_rtt.bindTexture();
|
||||
ShaderManager::use(kShader::Texture);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho<float>(-1, 1, -1, 1));
|
||||
m_face_plane.draw_fill();
|
||||
m_cache_rtt.unbindTexture();
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Reference in New Issue
Block a user