fix color picker, add project delete button with message box

This commit is contained in:
2017-08-19 12:09:03 +01:00
parent de59ae151c
commit ac3857b697
10 changed files with 102 additions and 46 deletions

View File

@@ -69,46 +69,43 @@ void ui::Canvas::pick_update(int plane)
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glEnable(GL_BLEND);
//for (int i = 0; i < 6; i++)
int i = plane;
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
for (auto layer_index : m_order)
{
int i = plane;
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
// #ifndef __IOS__
// m_tex2[i].bind();
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
// m_tex2[i].unbind();
// #endif
for (auto layer_index : m_order)
{
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
// #ifndef __IOS__
// m_tex2[i].bind();
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
// m_tex2[i].unbind();
// #endif
m_layers[layer_index].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
ShaderManager::use(ui::kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].unbindTexture();
}
if (!m_pick_data[plane])
m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width*m_height);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get());
m_tmp[i].unbindFramebuffer();
m_layers[layer_index].m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_tex2[i].bind();
m_sampler.bind(0);
m_sampler_bg.bind(1);
ShaderManager::use(ui::kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::TexBG, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].unbindTexture();
}
if (!m_pick_data[plane])
m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width*m_height);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get());
m_tmp[i].unbindFramebuffer();
// restore viewport and clear color states
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);