add checkerboard shader and draw it
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@@ -240,6 +240,28 @@ void App::initShaders()
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" frag = vec4(rgb, alpha_tot);\n"
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"}\n";
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static const char* shader_checkerboard_v =
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SHADER_VERSION
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"uniform mat4 mvp;\n"
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"in vec4 pos;\n"
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"in vec2 uvs;\n"
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"out vec2 uv;\n"
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"void main(){\n"
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" uv = uvs;\n"
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" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
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"}";
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static const char* shader_checkerboard_f =
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SHADER_VERSION
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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"void main(){\n"
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" const vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" const vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);\n"
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" vec2 c = floor(fract(uv * 10.0) * 2.0);\n"
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" float alpha = mix(c.x, 1.0 - c.x, c.y);\n"
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" frag = mix(c1, c2, alpha);\n"
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"}";
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LOG("initializing shaders");
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if (!ShaderManager::create(kShader::Texture, shader_v, shader_f))
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LOG("Failed to create shader Texture");
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@@ -263,6 +285,8 @@ void App::initShaders()
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LOG("Failed to create shader StrokeErase");
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if (!ShaderManager::create(kShader::StrokeLayer, shader_stroke_layer_v, shader_stroke_layer_f))
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LOG("Failed to create shader StrokeLayer");
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if (!ShaderManager::create(kShader::Checkerboard, shader_checkerboard_v, shader_checkerboard_f))
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LOG("Failed to create shader Checkerboard");
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LOG("shaders initialized");
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}
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@@ -1932,19 +1932,24 @@ public:
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// auto plane_mvp = proj * camera * transform *
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// glm::scale(glm::vec3(sz, 1));
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m_sampler.bind(0);
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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auto blend = glIsEnabled(GL_BLEND);
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glEnable(GL_BLEND);
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for (auto layer_index : m_canvas->m_order)
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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for (int plane_index = 0; plane_index < 6; plane_index++)
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auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
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ui::ShaderManager::use(kShader::Checkerboard);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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for (auto layer_index : m_canvas->m_order)
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{
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auto plane_mvp = proj * camera * m_canvas->m_plane_transform[plane_index] * glm::translate(glm::vec3(0, 0, -1));
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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if (!(m_canvas->m_erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index))
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{
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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@@ -29,6 +29,7 @@ enum class kShader : uint16_t
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Stroke = const_hash("stroke"),
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StrokeErase = const_hash("stroke-erase"),
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StrokeLayer = const_hash("stroke-layer"),
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Checkerboard= const_hash("checkerboard"),
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};
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class Shader
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