fix color bleeding

This commit is contained in:
2019-07-21 00:27:34 +02:00
parent 02fda636ab
commit 85d9c057f8
15 changed files with 258 additions and 221 deletions

View File

@@ -550,10 +550,11 @@
<None Include="data\shaders\include\rand.glsl" />
<None Include="data\shaders\lambert.glsl" />
<None Include="data\shaders\lightmap.glsl" />
<None Include="data\shaders\stroke-dilate.glsl" />
<None Include="data\shaders\stroke-instanced.glsl" />
<None Include="data\shaders\stroke-pad.glsl" />
<None Include="data\shaders\stroke-preview.glsl" />
<None Include="data\shaders\stroke.glsl" />
<None Include="data\shaders\texture-alpha-sep.glsl" />
<None Include="data\shaders\texture-alpha.glsl" />
<None Include="data\shaders\texture-blend.glsl" />
<None Include="data\shaders\texture-colorize.glsl" />

View File

@@ -679,9 +679,6 @@
<None Include="data\shaders\texture-alpha.glsl">
<Filter>shaders</Filter>
</None>
<None Include="data\shaders\texture-alpha-sep.glsl">
<Filter>shaders</Filter>
</None>
<None Include="data\shaders\texture-blend.glsl">
<Filter>shaders</Filter>
</None>
@@ -718,6 +715,12 @@
<None Include="data\shaders\texture-mask.glsl">
<Filter>shaders</Filter>
</None>
<None Include="data\shaders\stroke-dilate.glsl">
<Filter>shaders</Filter>
</None>
<None Include="data\shaders\stroke-pad.glsl">
<Filter>shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Image Include="icon.ico">

View File

@@ -53,11 +53,14 @@ void main()
highp vec4 base = texture(tex, uv_base);
highp vec4 stroke = texture(tex_stroke, uv);
if (stroke.a == 0.0)
{
frag = base * vec4(1.0, 1.0, 1.0, alpha);
return;
}
if (base.a == 0.0)
base.rgb = stroke.rgb;
// if (stroke.a == 0.0)
// {
// frag = base * vec4(1.0, 1.0, 1.0, alpha);
// return;
// }
if (use_pattern)
{

View File

@@ -0,0 +1,42 @@
[[vertex]]
uniform mat4 mvp;
in vec4 pos;
in vec2 uvs;
out vec2 uv;
void main()
{
gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);
uv = uvs;
}
[[fragment]]
uniform sampler2D tex_bg;
in highp vec2 uv;
out highp vec4 frag;
void main()
{
highp vec4 bg = texture(tex_bg, uv);
if (bg.a == 0.0)
{
highp vec4 sum = vec4(0.0);
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
highp vec4 c = textureOffset(tex_bg, uv, ivec2(x, y));
sum += vec4(c.rgb * c.a, c.a);
}
}
frag = sum.a > 0.0 ? vec4(sum.rgb / sum.a, 0.0) : bg;
}
else
{
frag = bg;
}
}

View File

@@ -0,0 +1,37 @@
[[vertex]]
in vec4 pos;
out vec2 uv;
void main()
{
gl_Position = pos;
uv = pos.xy * 0.5 + 0.5;
}
[[fragment]]
#include "include/ext-fb-fetch.glsl"
uniform sampler2D tex_bg;
uniform mediump vec4 col;
in highp vec2 uv;
#if defined(GL_EXT_shader_framebuffer_fetch)
inout highp vec4 frag;
#else
out highp vec4 frag;
#endif
void main()
{
// sample from the background
#if defined(GL_EXT_shader_framebuffer_fetch)
highp vec4 bg = frag;
#elif defined(GL_ARM_shader_framebuffer_fetch)
highp vec4 bg = gl_LastFragColorARM;
#else
highp vec4 bg = texture(tex_bg, uv);
#endif
frag = bg.a == 0.0 ? vec4(col.rgb, 0.0) : bg;
}

View File

@@ -61,8 +61,8 @@ void main()
highp vec4 fg = vec4(col.rgb, brush_alpha);
// early discard
if (fg.a == 0.0)
discard;
// if (fg.a == 0.0)
// discard;
if (use_pattern)
{
@@ -86,11 +86,14 @@ void main()
highp vec4 bg = texture(tex_bg, uv2);
#endif
if (bg.a == 0.0)
bg.rgb = col.rgb;
fg.a *= 1.0-rand(uv2+uv)*noise;
// no need to go further
if (fg.a <= 0.0)
discard;
// if (fg.a <= 0.0)
// discard;
if (mix_alpha > 0.0)
{

View File

@@ -1,34 +0,0 @@
[[vertex]]
uniform mat4 mvp;
in vec4 pos;
in vec2 uvs;
out vec2 uv;
void main()
{
uv = uvs;
gl_Position = mvp * vec4(pos.xyz, 1.0);
}
[[fragment]]
uniform sampler2D tex;
uniform sampler2D tex_alpha;
uniform sampler2D tex_bg;
uniform highp float alpha;
uniform bool highlight;
in highp vec2 uv;
out highp vec4 frag;
void main()
{
highp vec3 rgb = texture(tex, uv).rgb;
highp float a = texture(tex_alpha, uv).a;
highp vec4 c = vec4(rgb, a);
frag = highlight ?
vec4(clamp(vec3(0.3) + c.rgb, vec3(0.0), vec3(1.0)), c.a) :
texture(tex, uv) * vec4(1.0, 1.0, 1.0, alpha);
}

View File

@@ -18,7 +18,6 @@ void main()
#include "include/blend.glsl"
uniform sampler2D tex;
uniform sampler2D tex_alpha;
uniform sampler2D tex_bg;
uniform highp float alpha;
uniform int blend_mode;
@@ -41,7 +40,7 @@ void main()
highp vec4 bg = texture(tex_bg, uv);
#endif
highp vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);
highp vec4 fg = texture(tex, uv);
if (fg.a == 0.0)
{
frag = bg;

View File

@@ -31,8 +31,6 @@ void App::initShaders()
LOG("Failed to create shader TextureAlpha");
if (!ShaderManager::load(kShader::TextureMask, "data/shaders/texture-mask.glsl"))
LOG("Failed to create shader TextureMask");
if (!ShaderManager::load(kShader::TextureAlphaSep, "data/shaders/texture-alpha-sep.glsl"))
LOG("Failed to create shader TextureAlphaSep");
if (!ShaderManager::load(kShader::TextureColorize, "data/shaders/texture-colorize.glsl"))
LOG("Failed to create shader TextureColorize");
if (!ShaderManager::load(kShader::TextureBlend, "data/shaders/texture-blend.glsl"))
@@ -59,6 +57,10 @@ void App::initShaders()
LOG("Failed to create shader Atlas");
if (!ShaderManager::load(kShader::Stroke, "data/shaders/stroke.glsl"))
LOG("Failed to create shader Stroke");
if (!ShaderManager::load(kShader::StrokePad, "data/shaders/stroke-pad.glsl"))
LOG("Failed to create shader StrokePad");
if (!ShaderManager::load(kShader::StrokeDilate, "data/shaders/stroke-dilate.glsl"))
LOG("Failed to create shader StrokeDilate");
if (!ShaderManager::load(kShader::Checkerboard, "data/shaders/checkerboard.glsl"))
LOG("Failed to create shader Checkerboard");
if (!ShaderManager::load(kShader::Equirect, "data/shaders/equirect.glsl"))

View File

@@ -301,23 +301,15 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
{
sampler.bind(0);
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, canvas->m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
}

View File

@@ -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)
@@ -848,6 +916,15 @@ void Canvas::stroke_commit()
// 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;
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();

View File

@@ -134,8 +134,6 @@ public:
Sampler m_sampler_nearest;
Sampler m_sampler_linear;
Sampler m_sampler_brush;
Sampler m_sampler_bg;
Sampler m_sampler_mask;
Sampler m_sampler_stencil;
Sampler m_sampler_mix;
glm::mat4 m_cam_rot = glm::mat4(1);

View File

@@ -1398,8 +1398,8 @@ void CanvasModeTransform::leave(kCanvasMode next)
ShaderManager::u_int(kShaderUniform::BlendMode, 0);
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
Canvas::I->m_sampler_bg.bind(1);
Canvas::I->m_sampler_bg.bind(0);
Canvas::I->m_sampler_nearest.bind(1);
Canvas::I->m_sampler_nearest.bind(0);
m_tex[j].bind();
m_shape[j].draw_fill();
m_tex[j].unbind();

View File

@@ -18,7 +18,7 @@ void NodeCanvas::init()
m_canvas->m_node = this;
m_sampler.create();
m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
//m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
m_sampler_nearest.create(GL_NEAREST);
@@ -80,11 +80,6 @@ void NodeCanvas::draw()
m_canvas->m_box = box;
m_canvas->m_vp = c;
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
@@ -152,24 +147,15 @@ void NodeCanvas::draw()
glm::translate(glm::vec3(0, 0, -1));
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_canvas->m_layers_merge.m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers_merge.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers_merge.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers_merge.m_rtt[plane_index].unbindTexture();
}
}
@@ -237,6 +223,9 @@ void NodeCanvas::draw()
if (m_canvas->m_current_stroke && m_canvas->m_current_mode == kCanvasMode::Erase && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
@@ -259,9 +248,13 @@ void NodeCanvas::draw()
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
else if(!App::I->keys[(int)kKey::KeyQ] && m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
@@ -318,25 +311,18 @@ void NodeCanvas::draw()
}
else
{
m_sampler.bind(0);
m_sampler_linear.bind(1);
ShaderManager::use(kShader::TextureAlphaSep);
if (App::I->keys[(int)kKey::KeyQ])
glDisable(GL_BLEND);
m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
@@ -349,12 +335,10 @@ void NodeCanvas::draw()
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_canvas->m_layers[layer_index]->m_blend_mode);
@@ -363,8 +347,6 @@ void NodeCanvas::draw()
glActiveTexture(GL_TEXTURE0);
m_blender_rtt.bindTexture();
glActiveTexture(GL_TEXTURE1);
m_blender_rtt.bindTexture();
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
@@ -380,8 +362,6 @@ void NodeCanvas::draw()
glActiveTexture(GL_TEXTURE2);
m_blender_bg.unbind();
}
glActiveTexture(GL_TEXTURE1);
m_blender_rtt.unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_blender_rtt.unbindTexture();
}

View File

@@ -7,7 +7,6 @@ enum class kShaderUniform : uint16_t
{
MVP = const_hash("mvp"),
Tex = const_hash("tex"),
TexA = const_hash("tex_alpha"),
TexFG = const_hash("tex_fg"),
TexBG = const_hash("tex_bg"),
TexMix = const_hash("tex_mix"),
@@ -60,7 +59,6 @@ enum class kShader : uint16_t
TextureMask = const_hash("texture-mask"),
TextureColorize = const_hash("texture-colorize"),
TextureAlpha= const_hash("texture-alpha"),
TextureAlphaSep= const_hash("texture-alpha-sep"),
TextureBlend= const_hash("texture-blend"),
CompErase = const_hash("comp-erase"),
CompDraw = const_hash("comp-draw"),
@@ -69,6 +67,8 @@ enum class kShader : uint16_t
Font = const_hash("font"),
Atlas = const_hash("atlas"),
Stroke = const_hash("stroke"),
StrokePad = const_hash("stroke-pad"),
StrokeDilate= const_hash("stroke-dilate"),
StrokePreview = const_hash("stroke-preview"),
Checkerboard= const_hash("checkerboard"),
Equirect = const_hash("equirect"),