implement selection mask with lasso tool

This commit is contained in:
2017-10-07 13:35:53 +01:00
parent 41e52b7757
commit 78ec5a079e
16 changed files with 249 additions and 49 deletions

View File

@@ -457,11 +457,13 @@ void ui::Canvas::stroke_commit()
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
m_sampler_mask.bind(2);
if (m_state == kCanvasMode::Erase)
{
ui::ShaderManager::use(kShader::CompErase);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
@@ -469,7 +471,11 @@ void ui::Canvas::stroke_commit()
m_tex2[i].bind();
glActiveTexture(GL_TEXTURE1);
m_tmp[i].bindTexture();
glActiveTexture(GL_TEXTURE2);
m_smask.m_rtt[i].bindTexture();
m_plane.draw_fill();
m_smask.m_rtt[i].unbindTexture();
glActiveTexture(GL_TEXTURE1);
m_tmp[i].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_tex2[i].unbind();
@@ -479,14 +485,20 @@ void ui::Canvas::stroke_commit()
ui::ShaderManager::use(kShader::CompDraw);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
ui::ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
glActiveTexture(GL_TEXTURE0);
m_tex2[i].bind();
glActiveTexture(GL_TEXTURE1);
m_tmp[i].bindTexture();
glActiveTexture(GL_TEXTURE2);
m_smask.m_rtt[i].bindTexture();
m_plane.draw_fill();
m_smask.m_rtt[i].unbindTexture();
glActiveTexture(GL_TEXTURE1);
m_tmp[i].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_tex2[i].unbind();
@@ -699,7 +711,7 @@ bool ui::Canvas::create(int width, int height)
m_sampler_brush.create();
m_sampler_brush.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
m_sampler_bg.create(GL_NEAREST);
m_sampler_mask.create(GL_NEAREST);
m_sampler_mask.create(GL_LINEAR);
m_plane.create<1>(1, 1);
m_plane_brush.create<1>(1, 1);
m_mesh.create();
@@ -707,6 +719,8 @@ bool ui::Canvas::create(int width, int height)
{
l.create(width, height, "");
}
m_smask.create(width*2, height*2, "mask");
m_smask.clear({1, 1, 1, 1});
return true;
}
@@ -1246,7 +1260,7 @@ ui::Image ui::Canvas::thumbnail_read(std::string data_path)
return std::move(thumb);
}
void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj)> observer)
void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj)> observer, Layer& layer)
{
// save viewport and clear color states
GLint vp[4];
@@ -1256,18 +1270,18 @@ void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const
GLboolean blend = glIsEnabled(GL_BLEND);
// prepare common states
glViewport(0, 0, m_width, m_height);
glViewport(0, 0, layer.w, layer.h);
glDisable(GL_BLEND);
glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .1f, 100.f);
for (int i = 0; i < 6; i++)
{
glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
layer.m_rtt[i].bindFramebuffer();
observer(plane_camera, proj);
m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
layer.m_rtt[i].unbindFramebuffer();
}
// restore viewport and clear color states
@@ -1277,6 +1291,11 @@ void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const
glActiveTexture(GL_TEXTURE0);
}
void ui::Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj)> observer)
{
draw_objects(observer, m_layers[m_current_layer_idx]);
}
///////////////////////////////////////////////////////////////////////////////////////////
void ui::Layer::destroy()