fix color bleeding
This commit is contained in:
@@ -550,10 +550,11 @@
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<None Include="data\shaders\include\rand.glsl" />
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<None Include="data\shaders\lambert.glsl" />
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<None Include="data\shaders\lightmap.glsl" />
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<None Include="data\shaders\stroke-dilate.glsl" />
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<None Include="data\shaders\stroke-instanced.glsl" />
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<None Include="data\shaders\stroke-pad.glsl" />
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<None Include="data\shaders\stroke-preview.glsl" />
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<None Include="data\shaders\stroke.glsl" />
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<None Include="data\shaders\texture-alpha-sep.glsl" />
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<None Include="data\shaders\texture-alpha.glsl" />
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<None Include="data\shaders\texture-blend.glsl" />
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<None Include="data\shaders\texture-colorize.glsl" />
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@@ -679,9 +679,6 @@
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<None Include="data\shaders\texture-alpha.glsl">
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<Filter>shaders</Filter>
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</None>
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<None Include="data\shaders\texture-alpha-sep.glsl">
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<Filter>shaders</Filter>
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</None>
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<None Include="data\shaders\texture-blend.glsl">
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<Filter>shaders</Filter>
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</None>
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@@ -718,6 +715,12 @@
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<None Include="data\shaders\texture-mask.glsl">
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<Filter>shaders</Filter>
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</None>
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<None Include="data\shaders\stroke-dilate.glsl">
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<Filter>shaders</Filter>
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</None>
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<None Include="data\shaders\stroke-pad.glsl">
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<Filter>shaders</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Image Include="icon.ico">
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@@ -53,11 +53,14 @@ void main()
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highp vec4 base = texture(tex, uv_base);
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highp vec4 stroke = texture(tex_stroke, uv);
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if (stroke.a == 0.0)
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{
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frag = base * vec4(1.0, 1.0, 1.0, alpha);
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return;
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}
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if (base.a == 0.0)
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base.rgb = stroke.rgb;
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// if (stroke.a == 0.0)
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// {
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// frag = base * vec4(1.0, 1.0, 1.0, alpha);
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// return;
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// }
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if (use_pattern)
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{
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42
data/shaders/stroke-dilate.glsl
Normal file
42
data/shaders/stroke-dilate.glsl
Normal file
@@ -0,0 +1,42 @@
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[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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out vec2 uv;
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void main()
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{
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gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);
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uv = uvs;
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}
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[[fragment]]
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uniform sampler2D tex_bg;
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in highp vec2 uv;
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out highp vec4 frag;
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void main()
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{
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highp vec4 bg = texture(tex_bg, uv);
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if (bg.a == 0.0)
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{
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highp vec4 sum = vec4(0.0);
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for (int y = -1; y <= 1; y++)
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{
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for (int x = -1; x <= 1; x++)
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{
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highp vec4 c = textureOffset(tex_bg, uv, ivec2(x, y));
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sum += vec4(c.rgb * c.a, c.a);
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}
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}
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frag = sum.a > 0.0 ? vec4(sum.rgb / sum.a, 0.0) : bg;
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}
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else
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{
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frag = bg;
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}
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}
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37
data/shaders/stroke-pad.glsl
Normal file
37
data/shaders/stroke-pad.glsl
Normal file
@@ -0,0 +1,37 @@
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[[vertex]]
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in vec4 pos;
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out vec2 uv;
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void main()
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{
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gl_Position = pos;
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uv = pos.xy * 0.5 + 0.5;
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}
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[[fragment]]
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#include "include/ext-fb-fetch.glsl"
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uniform sampler2D tex_bg;
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uniform mediump vec4 col;
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in highp vec2 uv;
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#if defined(GL_EXT_shader_framebuffer_fetch)
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inout highp vec4 frag;
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#else
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out highp vec4 frag;
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#endif
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void main()
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{
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// sample from the background
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#if defined(GL_EXT_shader_framebuffer_fetch)
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highp vec4 bg = frag;
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#elif defined(GL_ARM_shader_framebuffer_fetch)
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highp vec4 bg = gl_LastFragColorARM;
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#else
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highp vec4 bg = texture(tex_bg, uv);
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#endif
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frag = bg.a == 0.0 ? vec4(col.rgb, 0.0) : bg;
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}
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@@ -61,8 +61,8 @@ void main()
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highp vec4 fg = vec4(col.rgb, brush_alpha);
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// early discard
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if (fg.a == 0.0)
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discard;
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// if (fg.a == 0.0)
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// discard;
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if (use_pattern)
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{
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@@ -86,11 +86,14 @@ void main()
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highp vec4 bg = texture(tex_bg, uv2);
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#endif
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if (bg.a == 0.0)
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bg.rgb = col.rgb;
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fg.a *= 1.0-rand(uv2+uv)*noise;
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// no need to go further
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if (fg.a <= 0.0)
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discard;
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// if (fg.a <= 0.0)
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// discard;
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if (mix_alpha > 0.0)
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{
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@@ -1,34 +0,0 @@
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[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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out vec2 uv;
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void main()
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{
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uv = uvs;
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gl_Position = mvp * vec4(pos.xyz, 1.0);
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}
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[[fragment]]
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uniform sampler2D tex;
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uniform sampler2D tex_alpha;
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uniform sampler2D tex_bg;
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uniform highp float alpha;
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uniform bool highlight;
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in highp vec2 uv;
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out highp vec4 frag;
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void main()
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{
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highp vec3 rgb = texture(tex, uv).rgb;
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highp float a = texture(tex_alpha, uv).a;
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highp vec4 c = vec4(rgb, a);
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frag = highlight ?
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vec4(clamp(vec3(0.3) + c.rgb, vec3(0.0), vec3(1.0)), c.a) :
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texture(tex, uv) * vec4(1.0, 1.0, 1.0, alpha);
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}
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@@ -18,7 +18,6 @@ void main()
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#include "include/blend.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex_alpha;
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uniform sampler2D tex_bg;
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uniform highp float alpha;
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uniform int blend_mode;
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@@ -41,7 +40,7 @@ void main()
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highp vec4 bg = texture(tex_bg, uv);
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#endif
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highp vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);
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highp vec4 fg = texture(tex, uv);
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if (fg.a == 0.0)
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{
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frag = bg;
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@@ -31,8 +31,6 @@ void App::initShaders()
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LOG("Failed to create shader TextureAlpha");
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if (!ShaderManager::load(kShader::TextureMask, "data/shaders/texture-mask.glsl"))
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LOG("Failed to create shader TextureMask");
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if (!ShaderManager::load(kShader::TextureAlphaSep, "data/shaders/texture-alpha-sep.glsl"))
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LOG("Failed to create shader TextureAlphaSep");
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if (!ShaderManager::load(kShader::TextureColorize, "data/shaders/texture-colorize.glsl"))
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LOG("Failed to create shader TextureColorize");
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if (!ShaderManager::load(kShader::TextureBlend, "data/shaders/texture-blend.glsl"))
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@@ -59,6 +57,10 @@ void App::initShaders()
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LOG("Failed to create shader Atlas");
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if (!ShaderManager::load(kShader::Stroke, "data/shaders/stroke.glsl"))
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LOG("Failed to create shader Stroke");
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if (!ShaderManager::load(kShader::StrokePad, "data/shaders/stroke-pad.glsl"))
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LOG("Failed to create shader StrokePad");
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if (!ShaderManager::load(kShader::StrokeDilate, "data/shaders/stroke-dilate.glsl"))
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LOG("Failed to create shader StrokeDilate");
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if (!ShaderManager::load(kShader::Checkerboard, "data/shaders/checkerboard.glsl"))
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LOG("Failed to create shader Checkerboard");
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if (!ShaderManager::load(kShader::Equirect, "data/shaders/equirect.glsl"))
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@@ -301,23 +301,15 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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{
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sampler.bind(0);
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sampler_linear.bind(1);
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ShaderManager::use(kShader::TextureAlphaSep);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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}
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245
src/canvas.cpp
245
src/canvas.cpp
@@ -475,7 +475,7 @@ void Canvas::stroke_draw()
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glViewport(0, 0, m_width, m_height);
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m_sampler_brush.bind(0);
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m_sampler_bg.bind(1);
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m_sampler_nearest.bind(1);
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m_sampler_stencil.bind(2);
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m_sampler.bind(3);
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//m_sampler_linear.bind(5);
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@@ -517,7 +517,12 @@ void Canvas::stroke_draw()
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE3);
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m_mixer.bindTexture();
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auto frames = stroke_draw_compute(*m_current_stroke);
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std::array<glm::vec4, 6> box_face = SIXPLETTE(glm::vec4(m_size, 0, 0));
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std::array<bool, 6> box_dirty = SIXPLETTE(false);
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glm::vec4 pad_color;
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for (auto& f : frames)
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{
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if (brush->m_tip_mix > 0.f)
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@@ -525,10 +530,6 @@ void Canvas::stroke_draw()
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stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
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}
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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for (int i = 0; i < 6; i++)
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{
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auto& P = f.shapes[i];
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@@ -536,17 +537,84 @@ void Canvas::stroke_draw()
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continue;
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m_dirty_face[i] = true;
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merge_faces[i] = true;
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box_dirty[i] = true;
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m_tmp[i].bindFramebuffer();
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auto rect = stroke_draw_samples(i, P);
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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auto box_sample = stroke_draw_samples(i, P);
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m_tmp[i].unbindFramebuffer();
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m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], rect), glm::vec4(0), glm::vec4(m_width));
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m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], box_sample), glm::vec4(0), glm::vec4(m_width));
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box_face[i] = box_union(box_face[i], box_sample);
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// TODO: maybe average color?
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pad_color = f.col;
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}
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}
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glActiveTexture(GL_TEXTURE3);
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m_mixer.unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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brush->m_tip_texture->unbind();
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// pad stroke
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// In order to mitigate color bleeding at the edge of shapes in transparent layers
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// we need to fill the area around the stroke with the same color because by default
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// the transparent area may have black or other undefined color.
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// This step is only useful for previewing the stroke because on commit the dilate
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// algorithm fixes this issue.
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// NOTE: at the moment this works on the whole canvas, but it can be optimized
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// to only affect the current dirty box. In this case it may be necessary to do this
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// work on documents that doesn't have the padding, so on document loading.
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ShaderManager::use(kShader::StrokePad);
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ShaderManager::u_vec4(kShaderUniform::Col, pad_color);
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE1);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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}
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for (int i = 0; i < 6; i++)
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{
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if (!box_dirty[i])
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continue;
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const auto& b = box_face[i];
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glm::vec2 box_size = zw(b) - xy(b);
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glm::vec2 pad = { 20, 20 }; // pixels padding
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glm::vec4 pad_box = {
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glm::max({0, 0}, xy(b) - pad) * 2.f / m_size - 1.f,
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glm::min(m_size, zw(b) + pad) * 2.f / m_size - 1.f
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};
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// B(xw)--(zw)C box
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// | // | coordinates
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// A(xy)--(zy)D mapping
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std::array<vertex_t, 6> pad_quad = {
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vertex_t({pad_box.x, pad_box.y}), // A
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vertex_t({pad_box.x, pad_box.w}), // B
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vertex_t({pad_box.z, pad_box.w}), // C
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vertex_t({pad_box.x, pad_box.y}), // A
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vertex_t({pad_box.z, pad_box.w}), // C
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vertex_t({pad_box.z, pad_box.y}), // D
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};
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m_brush_shape.update_vertices(pad_quad.data(), pad_quad.size());
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m_tmp[i].bindFramebuffer();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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m_tex[i].bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, b.x, b.y, b.x, b.y, box_size.x, box_size.y);
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}
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m_brush_shape.draw_fill();
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m_tmp[i].unbindFramebuffer();
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}
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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// DRAW DUAL BRUSH
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if (brush->m_dual_enabled)
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@@ -573,18 +641,18 @@ void Canvas::stroke_draw()
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if (P.size() < 3)
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continue;
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m_tmp_dual[i].bindFramebuffer();
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auto rect = stroke_draw_samples(i, P);
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auto box_sample = stroke_draw_samples(i, P);
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m_tmp_dual[i].unbindFramebuffer();
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// this mode overflows the main brush boundries
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if (brush->m_dual_blend_mode == 0)
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m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], rect), glm::vec4(0), glm::vec4(m_width));
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m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], box_sample), glm::vec4(0), glm::vec4(m_width));
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}
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}
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}
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m_sampler_brush.unbind();
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m_sampler_bg.unbind();
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m_sampler_nearest.unbind();
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m_sampler_stencil.unbind();
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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@@ -751,8 +819,8 @@ void Canvas::stroke_commit()
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glActiveTexture(GL_TEXTURE1);
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m_tex2[i].bind();
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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m_sampler_mask.bind(2);
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m_sampler_nearest.bind(1);
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m_sampler.bind(2);
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m_sampler.bind(3);
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m_sampler_stencil.bind(4);
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if (m_current_mode == kCanvasMode::Erase)
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@@ -848,6 +916,15 @@ void Canvas::stroke_commit()
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// m_tmp[i].unbindTexture();
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// }
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// Dilate borders to avoid interpolation bleeding
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ShaderManager::use(kShader::StrokeDilate);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::TexBG, 0);
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_plane.draw_fill();
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m_layers[m_current_layer_idx]->m_rtt[i].unbindFramebuffer();
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}
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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"),
|
||||
|
||||
Reference in New Issue
Block a user