merge layers and save to png

This commit is contained in:
2017-04-29 22:00:57 +01:00
parent fa49d9ee09
commit 73f689524b
3 changed files with 67 additions and 3 deletions

View File

@@ -414,10 +414,10 @@ void App::initLayout()
//exit(0);
if (canvas)
{
canvas->m_canvas->snapshot_save(data_path);
canvas->m_canvas->m_use_instanced = !canvas->m_canvas->m_use_instanced;
canvas->m_canvas->save(data_path);
//canvas->m_canvas->m_use_instanced = !canvas->m_canvas->m_use_instanced;
//button->color_normal = canvas->m_canvas->m_use_instanced ? glm::vec4(1, 0, 0, 1) : glm::vec4(0, 1, 0, 1);
button->m_text->set_text(canvas->m_canvas->m_use_instanced ? "INST" : "NORM");
//button->m_text->set_text(canvas->m_canvas->m_use_instanced ? "INST" : "NORM");
}
};
button->m_text->set_text("NORM");

View File

@@ -400,6 +400,69 @@ void ui::Canvas::clear_context()
}
};
void ui::Canvas::save(std::string data_path)
{
// save viewport and clear color states
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
for (int i = 0; i < 6; i++)
{
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
for (auto layer_index : m_order)
{
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0);
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);
ShaderManager::use(ui::kShader::StrokeLayer);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].unbindTexture();
}
m_tmp[i].unbindFramebuffer();
}
auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
for (int i = 0; i < 6; i++)
{
m_tmp[i].readTextureData(data.get());
static char name[128];
sprintf(name, "%s/Face%d.png", data_path.c_str(), i);
LOG("writing %s", name);
int ret = stbi_write_png(name, m_tmp[i].getWidth(), m_tmp[i].getHeight(), 4, data.get(), m_tmp[i].stride());
}
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glActiveTexture(GL_TEXTURE0);
}
///////////////////////////////////////////////////////////////////////////////////////////
void ui::Layer::destroy()

View File

@@ -75,6 +75,7 @@ public:
void snapshot_save(std::string data_path);
void snapshot_restore();
void clear_context();
void save(std::string data_path);
};