prepare to draw on multiple planes
This commit is contained in:
@@ -4,14 +4,7 @@
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void ui::Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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{
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GLfloat cc[4];
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m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glClearColor(c.r, c.g, c.b, c.a);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_width, m_height);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
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m_layers[m_current_layer_idx].clear(c);
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}
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void ui::Canvas::stroke_end()
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{
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@@ -26,8 +19,6 @@ void ui::Canvas::stroke_draw()
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m_dirty = true;
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m_tmp.bindFramebuffer();
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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@@ -42,133 +33,140 @@ void ui::Canvas::stroke_draw()
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auto& tex = TextureManager::get(m_brush.m_tex_id);
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tex.bind();
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m_sampler.bind(0);
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glActiveTexture(GL_TEXTURE1);
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m_tex.bind(); // bg, copy of framebuffer (copied before drawing)
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m_sampler_bg.bind(1);
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if (m_use_instanced)
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for (int i = 0; i < 6; i++)
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{
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glEnable(GL_BLEND);
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.draw(samples, proj);
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}
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else
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{
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glDisable(GL_BLEND);
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if (m_erase)
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m_tmp[i].bindFramebuffer();
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glActiveTexture(GL_TEXTURE1);
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m_tex[i].bind(); // bg, copy of framebuffer (copied before drawing)
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if (m_use_instanced)
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{
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ShaderManager::use(ui::kShader::StrokeErase);
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//ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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glEnable(GL_BLEND);
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.draw(samples, proj);
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}
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else
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{
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ShaderManager::use(ui::kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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for (const auto& s : samples)
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{
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auto unproject = [](glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj, glm::vec3& out_origin, glm::vec3& out_dir) {
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auto clip_space = glm::vec2(loc.x, vp.w - loc.y - 1.f) / vp.zw() * 2.f - 1.f;
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auto inv = glm::inverse(proj * camera);
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auto wp0 = inv * glm::vec4(clip_space, 0, 1);
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auto wp1 = inv * glm::vec4(clip_space, .5, 1);
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out_origin = (wp0 / wp0.w).xyz();
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out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin);
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};
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auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3& out_hit) {
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float den = glm::dot(ray_dir, plane_normal);
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if (den == 0)
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return false; // no intersection
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float num = glm::dot(plane_origin - ray_origin, plane_normal);
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float t = num / den;
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if (t > 0)
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out_hit = ray_origin + ray_dir * t;
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else
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// negative intersection
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return false;
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return true;
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};
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glm::vec3 ray_origin, ray_dir;
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unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 plane_origin{ 0, 0, -1 }, plane_dir{ 0, 0, 1 };
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glm::vec3 hit;
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glm::vec2 fb_pos;
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if (intersect(ray_origin, ray_dir, plane_origin, plane_dir, hit))
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glDisable(GL_BLEND);
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if (m_erase)
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{
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glm::mat4 plane_camera = glm::lookAt(plane_origin, plane_dir, { 0, 1, 0 });
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::abs(plane_local.x) < 0.5f && glm::abs(plane_local.y) < 0.5f)
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{
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fb_pos.x = -(plane_local.x - 0.5f) * m_width;
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fb_pos.y = (plane_local.y + 0.5f) * m_height;
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LOG("draw %f %f", fb_pos.x, fb_pos.y);
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}
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ShaderManager::use(ui::kShader::StrokeErase);
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//ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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}
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auto mvp = proj *
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else
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{
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ShaderManager::use(ui::kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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for (const auto& s : samples)
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{
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auto unproject = [](glm::vec2 loc, glm::vec4 vp, glm::mat4 camera, glm::mat4 proj, glm::vec3& out_origin, glm::vec3& out_dir) {
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auto clip_space = glm::vec2(loc.x, vp.w - loc.y - 1.f) / vp.zw() * 2.f - 1.f;
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auto inv = glm::inverse(proj * camera);
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auto wp0 = inv * glm::vec4(clip_space, 0, 1);
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auto wp1 = inv * glm::vec4(clip_space, .5, 1);
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out_origin = (wp0 / wp0.w).xyz();
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out_dir = glm::normalize((wp1 / wp1.w).xyz() - out_origin);
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};
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auto intersect = [](glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin, glm::vec3 plane_normal, glm::vec3& out_hit) {
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float den = glm::dot(ray_dir, plane_normal);
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if (den == 0)
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return false; // no intersection
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float num = glm::dot(plane_origin - ray_origin, plane_normal);
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float t = num / den;
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if (t > 0)
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out_hit = ray_origin + ray_dir * t;
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else
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// negative intersection
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return false;
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return true;
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};
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glm::vec3 ray_origin, ray_dir;
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unproject(s.pos, { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 plane_origin{ 0, 0, -1 }, plane_dir{ 0, 0, 1 };
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glm::vec3 hit;
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glm::vec2 fb_pos;
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if (intersect(ray_origin, ray_dir, plane_origin, plane_dir, hit))
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{
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glm::mat4 plane_camera = glm::lookAt(plane_origin, plane_dir, { 0, 1, 0 });
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::abs(plane_local.x) < 0.5f && glm::abs(plane_local.y) < 0.5f)
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{
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fb_pos.x = -(plane_local.x - 0.5f) * m_width;
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fb_pos.y = (plane_local.y + 0.5f) * m_height;
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LOG("draw %f %f", fb_pos.x, fb_pos.y);
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}
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}
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auto mvp = proj *
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glm::translate(glm::vec3(fb_pos, 0)) *
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glm::scale(glm::vec3(s.size, s.size, 1)) *
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glm::eulerAngleZ(s.angle);
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glm::vec4 P[4] {
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mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
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mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
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mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
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mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
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};
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auto mvp_inv = glm::inverse(proj);
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glm::vec4 P2[4]{
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mvp_inv * P[0],
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mvp_inv * P[1],
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mvp_inv * P[2],
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mvp_inv * P[3],
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};
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glm::vec2 bb_min(m_width, m_height);
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glm::vec2 bb_max(0, 0);
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for (int i = 0; i < 4; i++)
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{
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
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glm::vec4 P[4] {
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mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
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mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
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mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
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mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
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};
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auto mvp_inv = glm::inverse(proj);
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glm::vec4 P2[4]{
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mvp_inv * P[0],
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mvp_inv * P[1],
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mvp_inv * P[2],
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mvp_inv * P[3],
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};
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glm::vec2 bb_min(m_width, m_height);
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glm::vec2 bb_max(0, 0);
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for (int i = 0; i < 4; i++)
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{
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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tex_sz.x, tex_sz.y);
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m_dirty_box[i].xy = glm::min(m_dirty_box[i].xy(), (glm::vec2)tex_pos);
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m_dirty_box[i].zw = glm::max(m_dirty_box[i].zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4());
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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m_plane_brush.update_vertices(P);
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m_plane_brush.draw_fill();
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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tex_sz.x, tex_sz.y);
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m_box.xy = glm::min(m_box.xy(), (glm::vec2)tex_pos);
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m_box.zw = glm::max(m_box.zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4());
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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m_plane_brush.update_vertices(P);
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m_plane_brush.draw_fill();
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}
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m_tex[i].unbind();
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m_tmp[i].unbindFramebuffer();
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}
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m_tex.unbind();
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glDisable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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m_sampler.unbind();
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m_sampler_bg.unbind();
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tex.unbind();
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glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_tmp.unbindFramebuffer();
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}
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void ui::Canvas::stroke_commit()
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{
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@@ -176,62 +174,71 @@ void ui::Canvas::stroke_commit()
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return;
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m_dirty = false;
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m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = m_box.zw() - m_box.xy();
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auto image = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_box.x, m_box.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
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// copy to tmp2 for layer blending
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m_tex2.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_tex2.unbind();
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// save viewport and clear color states
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glViewport(0, 0, m_width, m_height);
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GLboolean blend = glIsEnabled(GL_BLEND);
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// allocate action to add to history
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auto action = new ActionStroke;
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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m_tmp.bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_tex2.bind();
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m_sampler.bind(0);
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m_sampler_bg.bind(1);
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if (m_erase)
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for (int i = 0; i < 6; i++)
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{
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ShaderManager::use(ui::kShader::Texture);
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}
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else
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{
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ShaderManager::use(ui::kShader::StrokeLayer);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_plane.draw_fill();
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m_sampler.unbind();
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m_sampler_bg.unbind();
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m_tex2.unbind();
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glActiveTexture(GL_TEXTURE0);
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m_tmp.unbindTexture();
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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// copy to tmp2 for layer blending
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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_tex2[i].unbind();
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m_tmp[i].bindTexture();
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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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if (m_erase)
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{
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ShaderManager::use(ui::kShader::Texture);
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}
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else
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{
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ShaderManager::use(ui::kShader::StrokeLayer);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_plane.draw_fill();
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m_sampler.unbind();
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m_sampler_bg.unbind();
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m_tex2[i].unbind();
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m_tmp[i].unbindTexture();
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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}
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// restore viewport and clear color states
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
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glActiveTexture(GL_TEXTURE0);
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// save history
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auto action = new ActionStroke;
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action->m_image = std::move(image);
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action->m_box = m_box;
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action->m_layer_idx = m_current_layer_idx;
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||||
action->m_canvas = this;
|
||||
action->m_stroke = std::move(m_current_stroke);
|
||||
@@ -248,21 +255,24 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
|
||||
m_current_stroke->start(brush);
|
||||
m_current_stroke->add_point(point, pressure);
|
||||
|
||||
m_box = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
|
||||
|
||||
if (m_erase)
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
|
||||
m_tmp.bindTexture();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||
m_tmp.unbindTexture();
|
||||
m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_tmp.bindFramebuffer();
|
||||
m_tmp.clear({ 0, 0, 0, 0 });
|
||||
m_tmp.unbindFramebuffer();
|
||||
m_dirty_box[i] = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
|
||||
|
||||
if (m_erase)
|
||||
{
|
||||
m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
|
||||
m_tmp[i].bindTexture();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||
m_tmp[i].unbindTexture();
|
||||
m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_tmp[i].bindFramebuffer();
|
||||
m_tmp[i].clear({ 0, 0, 0, 0 });
|
||||
m_tmp[i].unbindFramebuffer();
|
||||
}
|
||||
}
|
||||
m_show_tmp = true;
|
||||
}
|
||||
@@ -281,9 +291,12 @@ void ui::Canvas::resize(int width, int height)
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_tmp.create(width, height);
|
||||
m_tex.create(width, height);
|
||||
m_tex2.create(width, height);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_tmp[i].create(width, height);
|
||||
m_tex[i].create(width, height);
|
||||
m_tex2[i].create(width, height);
|
||||
}
|
||||
for (auto& l : m_layers)
|
||||
{
|
||||
l.create(width, height, "");
|
||||
@@ -293,9 +306,12 @@ bool ui::Canvas::create(int width, int height)
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_tmp.create(width, height);
|
||||
m_tex.create(width, height);
|
||||
m_tex2.create(width, height); // TODO: destroy before recreating
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
m_tmp[i].create(width, height);
|
||||
m_tex[i].create(width, height);
|
||||
m_tex2[i].create(width, height); // TODO: destroy before recreating
|
||||
}
|
||||
m_sampler.create();
|
||||
m_sampler_bg.create();
|
||||
m_plane.create<1>(1, 1);
|
||||
|
||||
Reference in New Issue
Block a user