multiple selection for free mask

This commit is contained in:
2019-05-17 10:54:38 +02:00
parent c4cf0c7e47
commit c4e166fc32
5 changed files with 83 additions and 13 deletions

View File

@@ -0,0 +1,44 @@
[[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;
in mediump vec2 uv;
out mediump vec4 frag;
void main()
{
mediump float stroke = 1.0 - texture(tex, uv).r;
int zero_count = 0;
if (textureOffset(tex, uv, ivec2(-1, -1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(-1, 0)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(-1, +1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2( 0, -1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2( 0, 0)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2( 0, +1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(+1, -1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(+1, 0)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(+1, +1)).r > 0.99) zero_count++;
mediump float edge = (zero_count > 1 && zero_count < 8) ? 1.0 : 0.0;
const mediump vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);
const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);
mediump vec2 c = floor(fract(uv * 50.0) * 2.0);
mediump float alpha = mix(c.x, 1.0 - c.x, c.y);
frag = vec4(vec3(edge * alpha), edge);
}

View File

@@ -27,6 +27,8 @@ void App::initShaders()
LOG("Failed to create shader Texture");
if (!ShaderManager::load(kShader::TextureAlpha, "data/shaders/texture-alpha.glsl"))
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"))

View File

@@ -560,7 +560,8 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
m_points2d.push_back(loc);
m_points.push_back(vert);
m_points.push_back(vert);
Canvas::I->m_smask.clear({0, 0, 0, 0});
if (!(App::I.keys[(int)kKey::KeyShift] || App::I.keys[(int)kKey::KeyCtrl]))
Canvas::I->m_smask.clear({0, 0, 0, 0});
Canvas::I->m_smask_active = true;
Canvas::I->m_smask_mode = 1;
break;
@@ -579,7 +580,8 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
glDisable(GL_DEPTH_TEST);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
ShaderManager::u_vec4(kShaderUniform::Col,
App::I.keys[(int)kKey::KeyCtrl] ? glm::vec4(0, 0, 0, 1) : glm::vec4(1, 1, 1, 1));
m_shape.draw_fill();
};
// use m_shape to render the mask polygon
@@ -665,13 +667,13 @@ void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
else
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
m_shape.draw_stroke();
}
//else
//{
// ShaderManager::use(kShader::Color);
// ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
// ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
// m_shape.draw_stroke();
//}
}
if (depth) glEnable(GL_DEPTH_TEST);
}

View File

@@ -443,10 +443,31 @@ void NodeCanvas::draw()
glDisable(GL_DEPTH_TEST);
if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
{
if (m_canvas->m_smask_mode == 1)
m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
else if (m_canvas->m_smask_mode == 2)
m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
// if (m_canvas->m_smask_mode == 1)
// m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
// else if (m_canvas->m_smask_mode == 2)
// m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
ShaderManager::use(kShader::TextureMask);
ShaderManager::u_int(kShaderUniform::Tex, 0);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND);
//draw the cube faces
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1.f));
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
}
}
// keep drawing the grids

View File

@@ -57,6 +57,7 @@ enum class kShader : uint16_t
ColorTri = const_hash("color-tri"),
ColorHue = const_hash("color-hue"),
Texture = const_hash("texture"),
TextureMask = const_hash("texture-mask"),
TextureColorize = const_hash("texture-colorize"),
TextureAlpha= const_hash("texture-alpha"),
TextureAlphaSep= const_hash("texture-alpha-sep"),