add checkerboard shader and draw it

This commit is contained in:
2017-04-29 23:12:36 +01:00
parent 73f689524b
commit 78a87f9cd3
3 changed files with 37 additions and 7 deletions

View File

@@ -240,6 +240,28 @@ void App::initShaders()
" frag = vec4(rgb, alpha_tot);\n"
"}\n";
static const char* shader_checkerboard_v =
SHADER_VERSION
"uniform mat4 mvp;\n"
"in vec4 pos;\n"
"in vec2 uvs;\n"
"out vec2 uv;\n"
"void main(){\n"
" uv = uvs;\n"
" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
"}";
static const char* shader_checkerboard_f =
SHADER_VERSION
"in mediump vec2 uv;\n"
"out mediump vec4 frag;\n"
"void main(){\n"
" const vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);\n"
" const vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);\n"
" vec2 c = floor(fract(uv * 10.0) * 2.0);\n"
" float alpha = mix(c.x, 1.0 - c.x, c.y);\n"
" frag = mix(c1, c2, alpha);\n"
"}";
LOG("initializing shaders");
if (!ShaderManager::create(kShader::Texture, shader_v, shader_f))
LOG("Failed to create shader Texture");
@@ -263,6 +285,8 @@ void App::initShaders()
LOG("Failed to create shader StrokeErase");
if (!ShaderManager::create(kShader::StrokeLayer, shader_stroke_layer_v, shader_stroke_layer_f))
LOG("Failed to create shader StrokeLayer");
if (!ShaderManager::create(kShader::Checkerboard, shader_checkerboard_v, shader_checkerboard_f))
LOG("Failed to create shader Checkerboard");
LOG("shaders initialized");
}

View File

@@ -1932,19 +1932,24 @@ public:
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
m_sampler.bind(0);
ui::ShaderManager::use(kShader::TextureAlpha);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
auto blend = glIsEnabled(GL_BLEND);
glEnable(GL_BLEND);
for (auto layer_index : m_canvas->m_order)
for (int plane_index = 0; plane_index < 6; plane_index++)
{
for (int plane_index = 0; plane_index < 6; plane_index++)
auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
ui::ShaderManager::use(kShader::Checkerboard);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
ui::ShaderManager::use(kShader::TextureAlpha);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
for (auto layer_index : m_canvas->m_order)
{
auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
if (!(m_canvas->m_erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index))
{
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);

View File

@@ -29,6 +29,7 @@ enum class kShader : uint16_t
Stroke = const_hash("stroke"),
StrokeErase = const_hash("stroke-erase"),
StrokeLayer = const_hash("stroke-layer"),
Checkerboard= const_hash("checkerboard"),
};
class Shader