Set default document res to 6K. Implement blending on canvas, mixer and export equirect.

This commit is contained in:
2019-01-07 15:32:12 +01:00
parent 006c838449
commit 7773026358
9 changed files with 144 additions and 65 deletions

View File

@@ -244,7 +244,9 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
auto layer_index = m_current_layer_idx;
for (int plane_index = 0; plane_index < 6; plane_index++)
{
if (!m_layers[layer_index].m_visible || m_layers[layer_index].m_opacity == .0f)
if (!m_layers[layer_index].m_visible ||
m_layers[layer_index].m_opacity == .0f ||
!m_layers[layer_index].m_dirty_face)
continue;
glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)m_mixer.getWidth() / m_mixer.getHeight(), 0.1f, 1000.f);
@@ -1018,7 +1020,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
ShaderManager::u_int(kShaderUniform::Lock, false);
ShaderManager::u_int(kShaderUniform::BlendMode, 0); // TODO: defaulted to normal, change to layer blend mode when implemented
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
glActiveTexture(GL_TEXTURE0);
@@ -1273,32 +1275,60 @@ void Canvas::export_equirectangular_thread(std::string file_path)
int progress = 0;
int total = 6 + 2;
Texture2D face;
face.create(m_width, m_height);
for (int i = 0; i < 6; i++)
{
// prepare common states
glViewport(0, 0, m_width, m_height);
glEnable(GL_BLEND);
glDisable(GL_BLEND);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_int(kShaderUniform::TexBG, 2);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
m_tmp[i].clear({ 1, 1, 1, 0 });
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
m_sampler_mask.bind(0);
glActiveTexture(GL_TEXTURE2);
face.bind();
m_sampler_bg.bind(0); // nearest
m_sampler_mask.bind(1); // linear
m_sampler_bg.bind(2);
for (auto layer_index : m_order)
{
if (!m_layers[layer_index].m_visible || m_layers[layer_index].m_opacity == 0.f)
continue;
glActiveTexture(GL_TEXTURE2);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index].m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_layers[layer_index].m_rtt[i].bindTexture();
m_plane.draw_fill();
m_layers[layer_index].m_rtt[i].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index].m_rtt[i].unbindTexture();
}
m_sampler_mask.unbind();
glActiveTexture(GL_TEXTURE2);
face.unbind();
glEnable(GL_BLEND);
ShaderManager::use(kShader::Texture);
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); // linear
glActiveTexture(GL_TEXTURE0);
face.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tmp[i].clear({ 1, 1, 1, 1 });
m_plane.draw_fill();
face.unbind();
// copy result to cubemap
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
@@ -1320,6 +1350,8 @@ void Canvas::export_equirectangular_thread(std::string file_path)
}
}
face.destroy();
//auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
//for (int i = 0; i < 1; i++)
//{