added timeline slider and export animation frames
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@@ -451,7 +451,6 @@ void ui::Canvas::resize(int width, int height)
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{
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l.create(width, height, "");
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}
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m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
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}
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bool ui::Canvas::create(int width, int height)
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{
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@@ -473,7 +472,6 @@ bool ui::Canvas::create(int width, int height)
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{
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l.create(width, height, "");
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}
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m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
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return true;
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}
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@@ -506,7 +504,6 @@ void ui::Canvas::clear_context()
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m_tex[i].destroy();
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m_tex2[i].destroy();
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}
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m_latlong.destroy();
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};
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void ui::Canvas::export_equirectangular(std::string data_path)
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@@ -522,6 +519,10 @@ void ui::Canvas::export_equirectangular(std::string data_path)
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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RTT m_latlong;
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m_latlong.create(m_width * 4, m_height * 2); // NOTE: w and h must be equal to make sense
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GLuint cube_id;
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glGenTextures(1, &cube_id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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for (GLuint i = 0; i < 6; i++)
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@@ -603,6 +604,83 @@ void ui::Canvas::export_equirectangular(std::string data_path)
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int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
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}
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glDeleteTextures(1, &cube_id);
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m_latlong.destroy();
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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}
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void ui::Canvas::export_anim(std::string data_path)
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{
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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RTT m_latlong;
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m_latlong.create(m_width * 4, m_height * 2); // NOTE: w and h must be equal to make sense
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GLuint cube_id;
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glGenTextures(1, &cube_id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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for (GLuint i = 0; i < 6; i++)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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int faces[]{
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // front
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // right
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // back
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // left
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
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};
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for (auto layer_index : m_order)
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{
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for (int i = 0; i < 6; i++)
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{
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m_layers[layer_index].m_rtt[i].bindFramebuffer();
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// copy result to cubemap
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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m_layers[layer_index].m_rtt[i].unbindFramebuffer();
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}
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glViewport(0, 0, m_latlong.getWidth(), m_latlong.getHeight());
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m_latlong.clear({ 1, 1, 1, 1 });
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m_latlong.bindFramebuffer();
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ui::ShaderManager::use(kShader::Equirect);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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m_sampler.bind(0);
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m_plane.draw_fill();
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m_sampler.unbind();
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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m_latlong.unbindFramebuffer();
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{
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auto latlong_data = std::make_unique<uint8_t[]>(m_latlong.bytes());
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m_latlong.readTextureData(latlong_data.get());
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static char name[128];
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sprintf(name, "%s/latlong-frame%02d.png", data_path.c_str(), layer_index);
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LOG("writing %s", name);
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int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
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}
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}
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glDeleteTextures(1, &cube_id);
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m_latlong.destroy();
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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