implement blend mode selection in shader and fix alpha lock
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@@ -158,7 +158,7 @@
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</node>
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<border dir="col" align="center" grow="1" width="1" flood-events="1">
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<node height="30" pad="1" width="100%" dir="row">
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<combobox id="btn-ok" text="Normal" width="100%" height="30"/>
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<combobox id="blend-mode" text="Normal" width="100%" height="30"/>
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</node>
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<node height="20" pad="1" width="100%" dir="row">
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<slider-h id="tip-size" width="1" grow="1" value=".25"/>
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@@ -84,6 +84,7 @@ void App::initShaders()
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"uniform sampler2D tex_stencil;\n"
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//"uniform image2D img_mixer;\n"
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"uniform mediump float alpha;\n"
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"uniform mediump int blend_mode;\n"
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"uniform bool lock;\n"
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"uniform bool mask;\n"
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"in mediump vec3 uv;\n"
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@@ -100,10 +101,16 @@ void App::initShaders()
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" sum += textureOffset(t, uv, ivec2( 1, 1));\n"
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" return sum / vec4(9.0);\n"
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"}\n"
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"vec3 blend_colorDodge(vec4 base, vec4 stroke, float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n"
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"vec3 blend_normal(vec4 base, vec4 stroke, float alpha_tot) { return mix(base.rgb, stroke.rgb, stroke.a/alpha_tot); }\n"
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"vec3 blend_multiply(vec4 base, vec4 stroke, float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, base.rgb*stroke.rgb, stroke.a/alpha_tot), base.a/alpha_tot); }\n"
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"vec3 blend_screen(vec4 base, vec4 stroke, float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, 1.0-(1.0-base.rgb)*(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n"
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"vec3 blend_normal(vec4 base, vec4 stroke, float alpha_tot) { return mix(base.rgb, stroke.rgb, stroke.a/alpha_tot); }\n"
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"vec3 blend_colorDodge(vec4 base, vec4 stroke, float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n"
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"vec3 blend(vec4 base, vec4 stroke, float alpha_tot, int mode) { switch(mode){\n"
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" case 0: return blend_normal(base, stroke, alpha_tot);"
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" case 1: return blend_multiply(base, stroke, alpha_tot);"
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" case 2: return blend_screen(base, stroke, alpha_tot);"
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" case 3: return blend_colorDodge(base, stroke, alpha_tot);"
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"}}\n"
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"void main(){\n"
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" mediump vec2 uv2 = gl_FragCoord.st / vec2(2048) * 20.0;\n"
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" mediump vec4 base = texture(tex, uv.xy);\n"
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@@ -111,10 +118,10 @@ void App::initShaders()
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" mediump float stencil = pow(texture(tex_stencil, uv2).r, 8.0);\n"
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" stroke.a = mask ? stroke.a * alpha * blur(tex_mask, uv.xy).r : stroke.a * alpha;\n"
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" if (base.a == 0.0) { frag = stroke; return; }\n"
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" if (!lock && base.a == 0.0) { frag = stroke; return; }\n"
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" mediump float contribution = (1.0 - base.a) * stroke.a;\n"
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" mediump float alpha_tot = base.a + contribution;"
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" mediump vec3 rgb = blend_screen(base, stroke, alpha_tot);\n"
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" mediump vec3 rgb = blend(base, stroke, alpha_tot, blend_mode);\n"
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" frag = vec4(rgb, (lock ? base.a : alpha_tot));\n"
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"}\n";
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@@ -25,6 +25,7 @@ public:
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float m_jitter_angle = 0;
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float m_jitter_spread = 0;
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float m_jitter_flow = 0;
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int m_blend_mode = 0;
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};
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struct StrokeSample
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@@ -506,7 +506,8 @@ void ui::Canvas::stroke_commit()
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush.m_blend_mode);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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@@ -153,6 +153,7 @@ void NodeCanvas::draw()
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode);
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ui::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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@@ -28,12 +28,14 @@ void NodeComboBox::loaded()
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btn->m_text->set_text(labels[i].c_str());
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btn->m_border->SetWidthP(100.f);
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btn->m_border->SetHeight(30.f);
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btn->on_click = [this,popup](Node* target) {
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btn->on_click = [this,popup,btn](Node* target) {
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int index = popup->get_child_index(target);
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m_current_index = index;
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m_text->set_text(labels[index].c_str());
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popup->mouse_release();
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popup->destroy();
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if (on_select)
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on_select(btn, index);
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};
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}
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glm::vec2 pos = m_pos + glm::vec2(0, m_size.y - (m_current_index+1) * 30.f);
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@@ -4,6 +4,7 @@
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class NodeComboBox : public NodeButton
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{
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public:
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std::function<void(Node* target, int index)> on_select;
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std::array<std::string, 4> labels{ "Normal", "Multiply", "Screen", "Color Dodge" };
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int m_current_index = 0;
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virtual Node* clone_instantiate() const override;
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@@ -43,6 +43,10 @@ void NodePanelStroke::update_controls()
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void NodePanelStroke::init_controls()
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{
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m_preview = find<NodeStrokePreview>("canvas");
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m_blend_mode = find<NodeComboBox>("blend-mode");
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m_blend_mode->on_select = [](Node*, int index) {
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ui::Canvas::I->m_current_brush.m_blend_mode = index;
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};
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init_slider(m_tip_size, "tip-size", &ui::Brush::m_tip_size);
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init_slider(m_tip_spacing, "tip-spacing", &ui::Brush::m_tip_spacing);
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@@ -4,11 +4,13 @@
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#include "node_slider.h"
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#include "brush.h"
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#include "node_checkbox.h"
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#include "node_combobox.h"
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class NodePanelStroke : public Node
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{
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public:
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NodeStrokePreview* m_preview;
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NodeComboBox* m_blend_mode;
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NodeSliderH* m_tip_size;
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NodeSliderH* m_tip_spacing;
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NodeSliderH* m_tip_flow;
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@@ -23,6 +23,7 @@ enum class kShaderUniform : uint16_t
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Mask = const_hash("mask"),
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Resolution = const_hash("resolution"),
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Highlight = const_hash("highlight"),
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BlendMode = const_hash("blend_mode"),
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};
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enum class kShader : uint16_t
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