Update thumbnail generation to implement blending
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@@ -2,6 +2,7 @@
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#include "log.h"
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#include "canvas.h"
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#include "app.h"
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#include "texture.h"
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#include "node_progress_bar.h"
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#include <thread>
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@@ -1291,6 +1292,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_tmp[i].bindFramebuffer();
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// clear transparent not to mess with blending modes
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m_tmp[i].clear({ 1, 1, 1, 0 });
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glActiveTexture(GL_TEXTURE2);
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@@ -1300,7 +1302,9 @@ void Canvas::export_equirectangular_thread(std::string file_path)
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m_sampler_bg.bind(2);
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for (auto layer_index : m_order)
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{
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if (!m_layers[layer_index].m_visible || m_layers[layer_index].m_opacity == 0.f)
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == 0.f ||
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!m_layers[layer_index].m_dirty_face)
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continue;
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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@@ -1318,6 +1322,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
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glActiveTexture(GL_TEXTURE2);
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face.unbind();
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// now blend with the background
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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@@ -1325,6 +1330,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
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m_sampler_mask.bind(0); // linear
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glActiveTexture(GL_TEXTURE0);
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face.bind();
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// copy the framebuffer before clearing to white
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_tmp[i].clear({ 1, 1, 1, 1 });
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m_plane.draw_fill();
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@@ -2047,7 +2053,6 @@ bool Canvas::project_open_thread(std::string file_path)
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Image Canvas::thumbnail_generate(int w, int h)
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{
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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@@ -2061,33 +2066,69 @@ Image Canvas::thumbnail_generate(int w, int h)
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RTT fb;
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fb.create(w, h);
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fb.bindFramebuffer();
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fb.clear({ 1, 1, 1, 1 });
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Plane m_face_plane;
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m_face_plane.create<1>(2, 2);
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Texture2D blendtex;
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blendtex.create(w, h);
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// recalculate because of different aspect ratio than the m_proj matrix
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glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)w / (float)h, 0.1f, 1000.f);
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glEnable(GL_BLEND);
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for (int plane_index = 0; plane_index < 6; plane_index++)
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fb.clear({ 1, 1, 1, 0 });
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for (int i = 0; i < 6; i++)
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{
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auto plane_mvp = proj * m_mv * m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
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glDisable(GL_BLEND);
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auto plane_mvp = proj * m_mv * m_plane_transform[i] * glm::translate(glm::vec3(0, 0, -1));
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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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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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glActiveTexture(GL_TEXTURE2);
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blendtex.bind();
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m_sampler_bg.bind(0); // nearest
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m_sampler_mask.bind(1); // linear
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m_sampler_bg.bind(2);
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for (auto layer_index : m_order)
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{
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == 0.f ||
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!m_layers[layer_index].m_dirty_face)
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continue;
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index].m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[i].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_layers[layer_index].m_rtt[i].bindTexture();
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m_face_plane.draw_fill();
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m_layers[layer_index].m_rtt[i].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[i].unbindTexture();
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}
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// copy the framebuffer before clearing to white
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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// draw the grid
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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ShaderManager::use(kShader::TextureAlpha);
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// now blend with the background
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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for (auto layer_index : m_order)
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{
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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m_layers[layer_index].m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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}
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_sampler_mask.bind(0); // linear
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glActiveTexture(GL_TEXTURE0);
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blendtex.bind();
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m_plane.draw_fill();
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blendtex.unbind();
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}
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fb.unbindFramebuffer();
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@@ -2098,6 +2139,7 @@ Image Canvas::thumbnail_generate(int w, int h)
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fb.readTextureData((uint8_t*)image.data());
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fb.destroy();
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blendtex.destroy();
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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