Update thumbnail generation to implement blending

This commit is contained in:
2019-01-07 16:17:13 +01:00
parent 7773026358
commit 352511a920

View File

@@ -2,6 +2,7 @@
#include "log.h"
#include "canvas.h"
#include "app.h"
#include "texture.h"
#include "node_progress_bar.h"
#include <thread>
@@ -1291,6 +1292,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_tmp[i].bindFramebuffer();
// clear transparent not to mess with blending modes
m_tmp[i].clear({ 1, 1, 1, 0 });
glActiveTexture(GL_TEXTURE2);
@@ -1300,7 +1302,9 @@ void Canvas::export_equirectangular_thread(std::string file_path)
m_sampler_bg.bind(2);
for (auto layer_index : m_order)
{
if (!m_layers[layer_index].m_visible || m_layers[layer_index].m_opacity == 0.f)
if (!m_layers[layer_index].m_visible ||
m_layers[layer_index].m_opacity == 0.f ||
!m_layers[layer_index].m_dirty_face)
continue;
glActiveTexture(GL_TEXTURE2);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
@@ -1318,6 +1322,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
glActiveTexture(GL_TEXTURE2);
face.unbind();
// now blend with the background
glEnable(GL_BLEND);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
@@ -1325,6 +1330,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
m_sampler_mask.bind(0); // linear
glActiveTexture(GL_TEXTURE0);
face.bind();
// copy the framebuffer before clearing to white
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tmp[i].clear({ 1, 1, 1, 1 });
m_plane.draw_fill();
@@ -2047,7 +2053,6 @@ 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];
@@ -2061,33 +2066,69 @@ Image Canvas::thumbnail_generate(int w, int h)
RTT fb;
fb.create(w, h);
fb.bindFramebuffer();
fb.clear({ 1, 1, 1, 1 });
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);
glEnable(GL_BLEND);
for (int plane_index = 0; plane_index < 6; plane_index++)
fb.clear({ 1, 1, 1, 0 });
for (int i = 0; i < 6; i++)
{
auto plane_mvp = proj * m_mv * m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
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_int(kShaderUniform::TexBG, 2);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
glActiveTexture(GL_TEXTURE2);
blendtex.bind();
m_sampler_bg.bind(0); // nearest
m_sampler_mask.bind(1); // linear
m_sampler_bg.bind(2);
for (auto layer_index : m_order)
{
if (!m_layers[layer_index].m_visible ||
m_layers[layer_index].m_opacity == 0.f ||
!m_layers[layer_index].m_dirty_face)
continue;
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();
}
// copy the framebuffer before clearing to white
glActiveTexture(GL_TEXTURE2);
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();
ShaderManager::use(kShader::TextureAlpha);
// now blend with the background
glEnable(GL_BLEND);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
for (auto layer_index : m_order)
{
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_sampler_mask.bind(0); // linear
glActiveTexture(GL_TEXTURE0);
blendtex.bind();
m_plane.draw_fill();
blendtex.unbind();
}
fb.unbindFramebuffer();
@@ -2098,6 +2139,7 @@ Image Canvas::thumbnail_generate(int w, int h)
fb.readTextureData((uint8_t*)image.data());
fb.destroy();
blendtex.destroy();
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);