diff --git a/data/layout.xml b/data/layout.xml
index e645d53..7ee3710 100644
--- a/data/layout.xml
+++ b/data/layout.xml
@@ -801,6 +801,7 @@
-->
+
diff --git a/engine/app_shaders.cpp b/engine/app_shaders.cpp
index 13ef202..fe8d64c 100644
--- a/engine/app_shaders.cpp
+++ b/engine/app_shaders.cpp
@@ -307,13 +307,14 @@ void App::initShaders()
"uniform mediump sampler2D tex;\n"
"uniform mediump sampler2D tex_bg;\n"
"uniform mediump sampler2D tex_stencil;\n"
- //"layout (binding=3, rgba8) uniform image2D tex_mix;\n"
+ "uniform mediump sampler2D tex_mix;\n"
"uniform mediump vec4 col;\n"
"uniform mediump vec2 resolution;\n"
"uniform mediump float alpha;\n"
"uniform mediump float noise;\n"
"uniform mediump vec2 stencil_offset;\n"
"uniform mediump float stencil_alpha;\n"
+ "uniform mediump float mix_alpha;\n"
"uniform mediump float wet;\n"
"in mediump vec2 uv;\n"
"in mediump float q;\n"
@@ -343,6 +344,7 @@ void App::initShaders()
#else
" mediump vec4 bg = texture(tex_bg, uv2);\n"
#endif
+ " mediump vec4 mbg = texture(tex_mix, uv/q);\n"
" fg.a *= 1.0-rand(uv2+uv)*noise;\n"
" if (fg.a == 0.0) discard;\n"
" mediump float contribution = (1.0 - bg.a) * fg.a;\n"
@@ -350,7 +352,7 @@ void App::initShaders()
" mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);\n"
" mediump vec4 frag_wet = vec4(rgb, max(bg.a, fg.a * 1.2));\n"
" mediump vec4 frag_dry = vec4(rgb, alpha_tot);\n"
- " frag = mix(frag_dry, frag_wet, wet);\n"
+ " frag = mix(mix(frag_dry, frag_wet, wet), mbg, mix_alpha);\n"
"}\n";
static const char* shader_checkerboard_v =
diff --git a/engine/brush.h b/engine/brush.h
index 34bf44b..d849d4e 100644
--- a/engine/brush.h
+++ b/engine/brush.h
@@ -16,6 +16,7 @@ public:
float m_tip_flow = 0;
float m_tip_opacity = 0;
float m_tip_angle = 0;
+ float m_tip_mix = 0;
float m_tip_stencil = 0;
float m_tip_wet = 0;
float m_tip_noise = 0;
diff --git a/engine/canvas.cpp b/engine/canvas.cpp
index d4c228a..5bdcd3d 100644
--- a/engine/canvas.cpp
+++ b/engine/canvas.cpp
@@ -219,6 +219,46 @@ void ui::Canvas::stroke_cancel()
m_current_stroke = nullptr;
m_show_tmp = false;
}
+void ui::Canvas::stroke_draw_mix()
+{
+ m_mixer.bindFramebuffer();
+ m_mixer.clear({ 0, 1, 1, 1 });
+
+ glViewport(m_vp.x, m_vp.y, m_vp.z, m_vp.w);
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+
+ m_sampler_bg.bind(0);
+ auto layer_index = m_current_layer_idx;
+ for (int plane_index = 0; plane_index < 6; plane_index++)
+ {
+ if (m_layers[layer_index].m_opacity == .0f)
+ continue;
+
+ auto plane_mvp_z = m_proj * m_mv *
+ m_plane_transform[plane_index] *
+ glm::translate(glm::vec3(0, 0, -1));
+ {
+ ui::ShaderManager::use(kShader::TextureAlpha);
+ ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
+ ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
+ ui::ShaderManager::u_int(kShaderUniform::Highlight, false);
+ ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
+
+ glActiveTexture(GL_TEXTURE0);
+
+// m_layers[layer_index].m_rtt[plane_index].bindTexture();
+// m_node->m_face_plane.draw_fill();
+// m_layers[layer_index].m_rtt[plane_index].unbindTexture();
+
+ m_tmp[plane_index].bindTexture();
+ m_node->m_face_plane.draw_fill();
+ m_tmp[plane_index].unbindTexture();
+ }
+ }
+ m_sampler_bg.unbind();
+ m_mixer.unbindFramebuffer();
+}
void ui::Canvas::stroke_draw()
{
if (!(m_current_stroke && m_current_stroke->has_sample()))
@@ -231,6 +271,8 @@ void ui::Canvas::stroke_draw()
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
+ stroke_draw_mix();
+
glViewport(0, 0, m_width, m_height);
auto ortho_proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
@@ -243,11 +285,13 @@ void ui::Canvas::stroke_draw()
tex.bind();
m_sampler_brush.bind(0);
m_sampler_bg.bind(1);
- m_sampler_mask.bind(2);
- m_sampler_stencil.bind(3);
+ m_sampler_stencil.bind(2);
+ m_sampler_mix.bind(3);
- glActiveTexture(GL_TEXTURE3);
+ glActiveTexture(GL_TEXTURE2);
stencil.bind();
+ glActiveTexture(GL_TEXTURE3);
+ m_mixer.bindTexture();
for (int i = 0; i < 6; i++)
{
@@ -280,10 +324,12 @@ void ui::Canvas::stroke_draw()
#ifndef __IOS__
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
#endif
- ShaderManager::u_int(kShaderUniform::TexStencil, 3); // stencil
+ ShaderManager::u_int(kShaderUniform::TexStencil, 2); // stencil
+ ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
ShaderManager::u_vec2(kShaderUniform::StencilOffset, stencil_offset);
ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
+ ShaderManager::u_float(kShaderUniform::MixAlpha, m_brush.m_tip_mix);
ShaderManager::u_float(kShaderUniform::Wet, m_brush.m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, m_brush.m_tip_noise);
for (const auto& s : samples)
@@ -360,11 +406,11 @@ void ui::Canvas::stroke_draw()
}
}
- if (m_alpha_lock)
- {
- glActiveTexture(GL_TEXTURE2);
- m_layers[m_current_layer_idx].m_rtt[i].unbindTexture();
- }
+// if (m_alpha_lock)
+// {
+// glActiveTexture(GL_TEXTURE2);
+// m_layers[m_current_layer_idx].m_rtt[i].unbindTexture();
+// }
glActiveTexture(GL_TEXTURE1);
m_tex[i].unbind();
@@ -374,10 +420,15 @@ void ui::Canvas::stroke_draw()
glDisable(GL_BLEND);
+ glActiveTexture(GL_TEXTURE2);
+ stencil.unbind();
+ glActiveTexture(GL_TEXTURE3);
+ m_mixer.unbindTexture();
+
glActiveTexture(GL_TEXTURE0);
m_sampler_brush.unbind();
m_sampler_bg.unbind();
- m_sampler_mask.unbind();
+ m_sampler_stencil.unbind();
tex.unbind();
glViewport(vp[0], vp[1], vp[2], vp[3]);
@@ -803,6 +854,7 @@ bool ui::Canvas::create(int width, int height)
m_sampler_bg.create(GL_NEAREST);
m_sampler_mask.create(GL_LINEAR);
m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
+ m_sampler_mix.create(GL_LINEAR, GL_REPEAT);
m_plane.create<1>(1, 1);
m_plane_brush.create<1>(1, 1);
m_mesh.create();
diff --git a/engine/canvas.h b/engine/canvas.h
index 6453194..bd3b67e 100644
--- a/engine/canvas.h
+++ b/engine/canvas.h
@@ -54,11 +54,13 @@ public:
bool m_dirty_stroke = false;
static Canvas* I;
+ NodeCanvas* m_node = nullptr;
bool m_alpha_lock = false;
bool m_touch_lock = true;
glm::mat4 m_mv{ 1 };
glm::mat4 m_proj{ 1 };
glm::vec4 m_box{ 0 };
+ glm::vec4 m_vp{ 0 };
glm::vec2 m_pan{ 0 };
int m_width = 0;
int m_height = 0;
@@ -73,6 +75,7 @@ public:
Layer m_smask; // selection mask
bool m_smask_active = false;
RTT m_tmp[6];
+ RTT m_mixer;
Texture2D m_brush_mix;
Texture2D m_tex[6];
Texture2D m_tex2[6];
@@ -88,6 +91,7 @@ public:
Sampler m_sampler_bg;
Sampler m_sampler_mask;
Sampler m_sampler_stencil;
+ Sampler m_sampler_mix;
glm::vec2 m_cam_rot{ 0 };
glm::vec3 m_cam_pos{ 0 };
float m_cam_fov = 85;
@@ -124,6 +128,7 @@ public:
void layer_merge(int source_idx, int dest_idx);
void stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush);
void stroke_update(glm::vec2 point, float pressure);
+ void stroke_draw_mix();
void stroke_draw();
void stroke_end();
void stroke_cancel();
@@ -152,7 +157,6 @@ public:
void inject_xmp(std::string jpg_path);
ui::Image thumbnail_generate(int w, int h);
ui::Image thumbnail_read(std::string data_path);
- void preview_generate();
void draw_objects(std::function);
void draw_objects(std::function, Layer& layer);
bool ray_intersect(glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin,
diff --git a/engine/node_canvas.cpp b/engine/node_canvas.cpp
index e71fd03..931b3d0 100644
--- a/engine/node_canvas.cpp
+++ b/engine/node_canvas.cpp
@@ -2,6 +2,7 @@
#include "app.h"
#include "log.h"
#include "node_canvas.h"
+#include "node_image_texture.h"
Node* NodeCanvas::clone_instantiate() const
{
@@ -14,6 +15,7 @@ void NodeCanvas::init()
m_canvas = std::make_unique();
m_canvas->create(CANVAS_RES, CANVAS_RES);
m_canvas->m_unsaved = false;
+ m_canvas->m_node = this;
m_sampler.create(GL_NEAREST);
m_sampler_linear.create(GL_LINEAR);
m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
@@ -73,6 +75,7 @@ void NodeCanvas::draw()
m_canvas->m_mv = camera;
m_canvas->m_proj = proj;
m_canvas->m_box = box;
+ m_canvas->m_vp = c;
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
@@ -267,6 +270,9 @@ void NodeCanvas::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
{
if (new_size.x > m_canvas->m_width)
{
+ m_canvas->m_mixer.create((int)new_size.x, (int)new_size.y);
+ if (auto img = root()->find("tex-debug"))
+ img->tex.assign(m_canvas->m_mixer.getTextureID());
// m_canvas->resize((int)new_size.x, (int)new_size.y);
// m_canvas->clear();
}
diff --git a/engine/node_panel_stroke.cpp b/engine/node_panel_stroke.cpp
index 9ce4148..ddb4265 100644
--- a/engine/node_panel_stroke.cpp
+++ b/engine/node_panel_stroke.cpp
@@ -58,6 +58,7 @@ void NodePanelStroke::init_controls()
init_slider(m_tip_flow, "tip-flow", &ui::Brush::m_tip_flow);
init_slider(m_tip_opacity, "tip-opacity", &ui::Brush::m_tip_opacity);
init_slider(m_tip_angle, "tip-angle", &ui::Brush::m_tip_angle);
+ init_slider(m_tip_mix, "tip-mix", &ui::Brush::m_tip_mix);
init_slider(m_tip_stencil, "tip-stencil", &ui::Brush::m_tip_stencil);
init_slider(m_tip_wet, "tip-wet", &ui::Brush::m_tip_wet);
init_slider(m_tip_noise, "tip-noise", &ui::Brush::m_tip_noise);
diff --git a/engine/node_panel_stroke.h b/engine/node_panel_stroke.h
index 9dac511..e6cbcec 100644
--- a/engine/node_panel_stroke.h
+++ b/engine/node_panel_stroke.h
@@ -16,6 +16,7 @@ public:
NodeSliderH* m_tip_flow;
NodeSliderH* m_tip_opacity;
NodeSliderH* m_tip_angle;
+ NodeSliderH* m_tip_mix;
NodeSliderH* m_tip_stencil;
NodeSliderH* m_tip_wet;
NodeSliderH* m_tip_noise;
diff --git a/engine/shader.h b/engine/shader.h
index 9a1e297..d86b3e5 100644
--- a/engine/shader.h
+++ b/engine/shader.h
@@ -9,11 +9,13 @@ enum class kShaderUniform : uint16_t
Tex = const_hash("tex"),
TexFG = const_hash("tex_fg"),
TexBG = const_hash("tex_bg"),
+ TexMix = const_hash("tex_mix"),
TexMask = const_hash("tex_mask"),
TexStroke = const_hash("tex_stroke"),
- TexStencil= const_hash("tex_stencil"),
+ TexStencil = const_hash("tex_stencil"),
StencilOffset = const_hash("stencil_offset"),
StencilAlpha = const_hash("stencil_alpha"),
+ MixAlpha = const_hash("mix_alpha"),
Wet = const_hash("wet"),
Lock = const_hash("lock"),
Col = const_hash("col"),