fix color bleeding
This commit is contained in:
251
src/canvas.cpp
251
src/canvas.cpp
@@ -475,7 +475,7 @@ void Canvas::stroke_draw()
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
|
||||
m_sampler_brush.bind(0);
|
||||
m_sampler_bg.bind(1);
|
||||
m_sampler_nearest.bind(1);
|
||||
m_sampler_stencil.bind(2);
|
||||
m_sampler.bind(3);
|
||||
//m_sampler_linear.bind(5);
|
||||
@@ -517,7 +517,12 @@ void Canvas::stroke_draw()
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
m_mixer.bindTexture();
|
||||
|
||||
auto frames = stroke_draw_compute(*m_current_stroke);
|
||||
|
||||
std::array<glm::vec4, 6> box_face = SIXPLETTE(glm::vec4(m_size, 0, 0));
|
||||
std::array<bool, 6> box_dirty = SIXPLETTE(false);
|
||||
glm::vec4 pad_color;
|
||||
for (auto& f : frames)
|
||||
{
|
||||
if (brush->m_tip_mix > 0.f)
|
||||
@@ -525,10 +530,6 @@ void Canvas::stroke_draw()
|
||||
stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
|
||||
}
|
||||
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, f.col);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
|
||||
ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
auto& P = f.shapes[i];
|
||||
@@ -536,17 +537,84 @@ void Canvas::stroke_draw()
|
||||
continue;
|
||||
m_dirty_face[i] = true;
|
||||
merge_faces[i] = true;
|
||||
box_dirty[i] = true;
|
||||
|
||||
m_tmp[i].bindFramebuffer();
|
||||
auto rect = stroke_draw_samples(i, P);
|
||||
|
||||
ShaderManager::use(kShader::Stroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, f.col);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
|
||||
ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
|
||||
auto box_sample = stroke_draw_samples(i, P);
|
||||
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], rect), glm::vec4(0), glm::vec4(m_width));
|
||||
|
||||
m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], box_sample), glm::vec4(0), glm::vec4(m_width));
|
||||
box_face[i] = box_union(box_face[i], box_sample);
|
||||
// TODO: maybe average color?
|
||||
pad_color = f.col;
|
||||
}
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
m_mixer.unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
brush->m_tip_texture->unbind();
|
||||
|
||||
// pad stroke
|
||||
// In order to mitigate color bleeding at the edge of shapes in transparent layers
|
||||
// we need to fill the area around the stroke with the same color because by default
|
||||
// the transparent area may have black or other undefined color.
|
||||
// This step is only useful for previewing the stroke because on commit the dilate
|
||||
// algorithm fixes this issue.
|
||||
// NOTE: at the moment this works on the whole canvas, but it can be optimized
|
||||
// to only affect the current dirty box. In this case it may be necessary to do this
|
||||
// work on documents that doesn't have the padding, so on document loading.
|
||||
ShaderManager::use(kShader::StrokePad);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, pad_color);
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 1);
|
||||
}
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!box_dirty[i])
|
||||
continue;
|
||||
const auto& b = box_face[i];
|
||||
glm::vec2 box_size = zw(b) - xy(b);
|
||||
glm::vec2 pad = { 20, 20 }; // pixels padding
|
||||
glm::vec4 pad_box = {
|
||||
glm::max({0, 0}, xy(b) - pad) * 2.f / m_size - 1.f,
|
||||
glm::min(m_size, zw(b) + pad) * 2.f / m_size - 1.f
|
||||
};
|
||||
// B(xw)--(zw)C box
|
||||
// | // | coordinates
|
||||
// A(xy)--(zy)D mapping
|
||||
std::array<vertex_t, 6> pad_quad = {
|
||||
vertex_t({pad_box.x, pad_box.y}), // A
|
||||
vertex_t({pad_box.x, pad_box.w}), // B
|
||||
vertex_t({pad_box.z, pad_box.w}), // C
|
||||
vertex_t({pad_box.x, pad_box.y}), // A
|
||||
vertex_t({pad_box.z, pad_box.w}), // C
|
||||
vertex_t({pad_box.z, pad_box.y}), // D
|
||||
};
|
||||
m_brush_shape.update_vertices(pad_quad.data(), pad_quad.size());
|
||||
|
||||
m_tmp[i].bindFramebuffer();
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
m_tex[i].bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, b.x, b.y, b.x, b.y, box_size.x, box_size.y);
|
||||
}
|
||||
m_brush_shape.draw_fill();
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
}
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
// DRAW DUAL BRUSH
|
||||
|
||||
if (brush->m_dual_enabled)
|
||||
@@ -573,18 +641,18 @@ void Canvas::stroke_draw()
|
||||
if (P.size() < 3)
|
||||
continue;
|
||||
m_tmp_dual[i].bindFramebuffer();
|
||||
auto rect = stroke_draw_samples(i, P);
|
||||
auto box_sample = stroke_draw_samples(i, P);
|
||||
m_tmp_dual[i].unbindFramebuffer();
|
||||
|
||||
// this mode overflows the main brush boundries
|
||||
if (brush->m_dual_blend_mode == 0)
|
||||
m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], rect), glm::vec4(0), glm::vec4(m_width));
|
||||
m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], box_sample), glm::vec4(0), glm::vec4(m_width));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_sampler_brush.unbind();
|
||||
m_sampler_bg.unbind();
|
||||
m_sampler_nearest.unbind();
|
||||
m_sampler_stencil.unbind();
|
||||
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
@@ -751,8 +819,8 @@ void Canvas::stroke_commit()
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex2[i].bind();
|
||||
m_sampler.bind(0);
|
||||
m_sampler_bg.bind(1);
|
||||
m_sampler_mask.bind(2);
|
||||
m_sampler_nearest.bind(1);
|
||||
m_sampler.bind(2);
|
||||
m_sampler.bind(3);
|
||||
m_sampler_stencil.bind(4);
|
||||
if (m_current_mode == kCanvasMode::Erase)
|
||||
@@ -847,6 +915,15 @@ void Canvas::stroke_commit()
|
||||
// m_tex2[i].unbind();
|
||||
// m_tmp[i].unbindTexture();
|
||||
// }
|
||||
|
||||
// Dilate borders to avoid interpolation bleeding
|
||||
ShaderManager::use(kShader::StrokeDilate);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_tex2[i].bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||
m_plane.draw_fill();
|
||||
|
||||
m_layers[m_current_layer_idx]->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
@@ -1000,40 +1077,16 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
|
||||
else
|
||||
{
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
ShaderManager::use(kShader::TextureAlphaSep);
|
||||
ShaderManager::use(kShader::TextureAlpha);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Highlight, m_layers[layer_index]->m_hightlight);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
|
||||
m_plane.draw_fill();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
/*
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
ShaderManager::use(kShader::TextureColorize);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, { glm::vec3((float)layer_index / (float)m_order.size()), 1.f });
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index]->m_rtt[plane_index].bindTexture();
|
||||
|
||||
m_plane.draw_fill();
|
||||
|
||||
m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
|
||||
*/
|
||||
}
|
||||
|
||||
if (use_blend)
|
||||
@@ -1045,22 +1098,20 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
|
||||
if (use_blend)
|
||||
{
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
m_sampler.bind(2);
|
||||
|
||||
ShaderManager::use(kShader::TextureBlend);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 2);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
m_sampler.bind(2);
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 2);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_merge_rtt.bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_merge_rtt.bindTexture();
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
@@ -1075,8 +1126,6 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
m_merge_tex.unbind();
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_merge_rtt.unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_merge_rtt.unbindTexture();
|
||||
}
|
||||
@@ -1120,6 +1169,8 @@ void Canvas::stroke_update(glm::vec3 point, float pressure)
|
||||
}
|
||||
void Canvas::stroke_start(glm::vec3 point, float pressure)
|
||||
{
|
||||
assert(App::I->is_render_thread());
|
||||
|
||||
// need to commit this now before starting a new stroke
|
||||
if (m_current_stroke && m_commit_delayed)
|
||||
{
|
||||
@@ -1169,14 +1220,32 @@ void Canvas::stroke_start(glm::vec3 point, float pressure)
|
||||
m_dual_stroke->add_point(point, pressure);
|
||||
}
|
||||
|
||||
auto const& l = m_layers[m_current_layer_idx];
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
|
||||
m_dirty_face[i] = false;
|
||||
|
||||
m_tmp[i].bindFramebuffer();
|
||||
m_tmp[i].clear({ 0, 0, 0, 0 });
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
if (l->m_dirty_face[i])
|
||||
{
|
||||
m_tmp[i].bindFramebuffer();
|
||||
// clear
|
||||
m_tmp[i].clear();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex[i].bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
0, 0, 0, 0, m_width, m_height);
|
||||
|
||||
m_tmp[i].copy(l->m_rtt[i]);
|
||||
m_tmp[i].clear_mask({ 0, 0, 0, 1 });
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_tmp[i].bindFramebuffer();
|
||||
m_tmp[i].clear({ 0, 0, 0, 0 });
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
}
|
||||
|
||||
if (m_current_brush->m_dual_enabled)
|
||||
{
|
||||
@@ -1244,7 +1313,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
|
||||
m_tex2[i].unbind();
|
||||
|
||||
m_sampler.bind(0);
|
||||
m_sampler_bg.bind(1);
|
||||
m_sampler_nearest.bind(1);
|
||||
{
|
||||
ShaderManager::use(kShader::CompDraw);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
|
||||
@@ -1520,13 +1589,10 @@ bool Canvas::create(int width, int height)
|
||||
#else
|
||||
m_sampler_brush.create(GL_LINEAR, GL_CLAMP_TO_BORDER);
|
||||
#endif
|
||||
m_sampler.create(GL_NEAREST);
|
||||
m_sampler.create(GL_LINEAR);
|
||||
m_sampler_nearest.create(GL_NEAREST);
|
||||
m_sampler_brush.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
|
||||
m_sampler_brush.set_border({ 1, 1, 1, 1 });
|
||||
m_sampler_bg.create(GL_NEAREST);
|
||||
m_sampler_mask.create(GL_LINEAR);
|
||||
m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
|
||||
m_sampler_mix.create(GL_NEAREST, GL_REPEAT);
|
||||
m_sampler_linear.create();
|
||||
@@ -1726,7 +1792,6 @@ void Canvas::export_equirectangular_thread(std::string file_path)
|
||||
|
||||
ShaderManager::use(kShader::TextureBlend);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
|
||||
m_tmp[i].bindFramebuffer();
|
||||
@@ -1738,10 +1803,9 @@ void Canvas::export_equirectangular_thread(std::string file_path)
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 2);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
face.bind();
|
||||
m_sampler_bg.bind(2);
|
||||
m_sampler_nearest.bind(2);
|
||||
}
|
||||
m_sampler_bg.bind(0); // nearest
|
||||
m_sampler_mask.bind(1); // linear
|
||||
m_sampler_nearest.bind(0); // nearest
|
||||
for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
|
||||
{
|
||||
if (!m_layers[layer_index]->m_visible ||
|
||||
@@ -1757,12 +1821,8 @@ void Canvas::export_equirectangular_thread(std::string file_path)
|
||||
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();
|
||||
}
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
@@ -1776,7 +1836,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
|
||||
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
|
||||
m_sampler.bind(0); // linear
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
face.bind();
|
||||
// copy the framebuffer before clearing to white
|
||||
@@ -1825,9 +1885,8 @@ void Canvas::export_equirectangular_thread(std::string file_path)
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
|
||||
m_sampler_mask.bind(0);
|
||||
m_sampler.bind(0);
|
||||
m_plane.draw_fill();
|
||||
m_sampler_mask.unbind();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
m_latlong.unbindFramebuffer();
|
||||
});
|
||||
@@ -1965,24 +2024,15 @@ void Canvas::export_depth_thread(std::string file_name)
|
||||
glm::scale(glm::vec3(2));
|
||||
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
ShaderManager::use(kShader::TextureAlphaSep);
|
||||
ShaderManager::use(kShader::TextureAlpha);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
|
||||
ShaderManager::u_int(kShaderUniform::Highlight, false);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers_merge.m_rtt[plane_index].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers_merge.m_rtt[plane_index].bindTexture();
|
||||
|
||||
m_plane.draw_fill();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers_merge.m_rtt[plane_index].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers_merge.m_rtt[plane_index].unbindTexture();
|
||||
}
|
||||
rtt.unbindFramebuffer();
|
||||
@@ -2016,7 +2066,6 @@ void Canvas::export_depth_thread(std::string file_name)
|
||||
glm::scale(glm::vec3(2));
|
||||
|
||||
m_sampler.bind(0);
|
||||
m_sampler_linear.bind(1);
|
||||
ShaderManager::use(kShader::TextureColorize);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, { glm::vec3((float)(layer_index + 1) / (float)(m_layers.size() + 1)), 1.f });
|
||||
@@ -2098,43 +2147,12 @@ void Canvas::export_layers_thread(std::string file_name)
|
||||
{
|
||||
App::I->render_task([&]
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
m_tmp[i].bindFramebuffer();
|
||||
|
||||
//if (seq == 0)
|
||||
//{
|
||||
// m_tmp[i].clear({ 1, 1, 1, 1 });
|
||||
// ShaderManager::use(kShader::Checkerboard);
|
||||
// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
// m_plane.draw_fill();
|
||||
// glEnable(GL_BLEND);
|
||||
//}
|
||||
//else
|
||||
{
|
||||
m_tmp[i].clear({ 1, 1, 1, 0 });
|
||||
//glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
ShaderManager::use(kShader::TextureAlpha);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, 1);
|
||||
ShaderManager::u_int(kShaderUniform::Highlight, false);
|
||||
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);
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_plane.draw_fill();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
m_sampler_mask.unbind();
|
||||
|
||||
// copy result to cubemap
|
||||
// copy layer to cubemap
|
||||
m_layers[layer_index]->m_rtt[i].bindFramebuffer();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
|
||||
glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
m_layers[layer_index]->m_rtt[i].unbindFramebuffer();
|
||||
});
|
||||
|
||||
progress++;
|
||||
@@ -2158,9 +2176,8 @@ void Canvas::export_layers_thread(std::string file_name)
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
|
||||
glDisable(GL_BLEND);
|
||||
m_sampler_mask.bind(0);
|
||||
m_sampler_linear.bind(0);
|
||||
m_plane.draw_fill();
|
||||
m_sampler_mask.unbind();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
m_latlong.unbindFramebuffer();
|
||||
});
|
||||
@@ -2667,17 +2684,15 @@ Image Canvas::thumbnail_generate(int w, int h)
|
||||
|
||||
ShaderManager::use(kShader::TextureBlend);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexA, 1);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 2);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
blendtex.bind();
|
||||
m_sampler_bg.bind(2);
|
||||
m_sampler_nearest.bind(2);
|
||||
}
|
||||
m_sampler_bg.bind(0); // nearest
|
||||
m_sampler_mask.bind(1); // linear
|
||||
m_sampler_nearest.bind(0); // nearest
|
||||
for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
|
||||
{
|
||||
if (!m_layers[layer_index]->m_visible ||
|
||||
@@ -2693,12 +2708,8 @@ Image Canvas::thumbnail_generate(int w, int h)
|
||||
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_face_plane.draw_fill();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
@@ -2722,7 +2733,7 @@ Image Canvas::thumbnail_generate(int w, int h)
|
||||
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
|
||||
m_sampler.bind(0); // linear
|
||||
m_plane.draw_fill();
|
||||
|
||||
blendtex.unbind();
|
||||
|
||||
Reference in New Issue
Block a user