update timeline layout and frame counter, add 500ms update timer on windows to force redraw, fix animation frames export

This commit is contained in:
2018-03-10 18:28:41 +01:00
parent f45a7c2e67
commit 660a7ea1ef
4 changed files with 29 additions and 30 deletions

View File

@@ -1123,7 +1123,7 @@ void ui::Canvas::export_anim(std::string data_path)
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glEnable(GL_BLEND);
RTT m_latlong;
m_latlong.create(m_width * 4, m_height * 2); // NOTE: w and h must be equal to make sense
@@ -1153,29 +1153,18 @@ void ui::Canvas::export_anim(std::string data_path)
ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_plane.draw_fill();
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
glActiveTexture(GL_TEXTURE0);
ShaderManager::use(ui::kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_sampler_mask.bind(0);
m_layers[layer_index].m_rtt[i].bindTexture();
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index].m_rtt[i].unbindTexture();
m_sampler_mask.unbind();
// copy result to cubemap
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
@@ -1183,13 +1172,6 @@ void ui::Canvas::export_anim(std::string data_path)
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_tmp[i].unbindFramebuffer();
// m_layers[layer_index].m_rtt[i].bindFramebuffer();
// // copy result to cubemap
// glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
// glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
// glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// m_layers[layer_index].m_rtt[i].unbindFramebuffer();
}
glViewport(0, 0, m_latlong.getWidth(), m_latlong.getHeight());