multiple selection for free mask
This commit is contained in:
44
data/shaders/texture-mask.glsl
Normal file
44
data/shaders/texture-mask.glsl
Normal file
@@ -0,0 +1,44 @@
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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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in mediump vec2 uv;
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out mediump vec4 frag;
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void main()
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{
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mediump float stroke = 1.0 - texture(tex, uv).r;
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int zero_count = 0;
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if (textureOffset(tex, uv, ivec2(-1, -1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(-1, 0)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(-1, +1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2( 0, -1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2( 0, 0)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2( 0, +1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(+1, -1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(+1, 0)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(+1, +1)).r > 0.99) zero_count++;
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mediump float edge = (zero_count > 1 && zero_count < 8) ? 1.0 : 0.0;
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const mediump vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);
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const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);
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mediump vec2 c = floor(fract(uv * 50.0) * 2.0);
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mediump float alpha = mix(c.x, 1.0 - c.x, c.y);
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frag = vec4(vec3(edge * alpha), edge);
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}
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@@ -27,6 +27,8 @@ void App::initShaders()
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LOG("Failed to create shader Texture");
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if (!ShaderManager::load(kShader::TextureAlpha, "data/shaders/texture-alpha.glsl"))
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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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@@ -560,7 +560,8 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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m_points2d.push_back(loc);
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m_points.push_back(vert);
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m_points.push_back(vert);
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Canvas::I->m_smask.clear({0, 0, 0, 0});
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if (!(App::I.keys[(int)kKey::KeyShift] || App::I.keys[(int)kKey::KeyCtrl]))
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Canvas::I->m_smask.clear({0, 0, 0, 0});
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Canvas::I->m_smask_active = true;
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Canvas::I->m_smask_mode = 1;
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break;
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@@ -579,7 +580,8 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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glDisable(GL_DEPTH_TEST);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
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ShaderManager::u_vec4(kShaderUniform::Col,
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App::I.keys[(int)kKey::KeyCtrl] ? glm::vec4(0, 0, 0, 1) : glm::vec4(1, 1, 1, 1));
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m_shape.draw_fill();
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};
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// use m_shape to render the mask polygon
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@@ -665,13 +667,13 @@ void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
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//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
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m_shape.draw_stroke();
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}
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else
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{
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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m_shape.draw_stroke();
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}
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//else
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//{
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// ShaderManager::use(kShader::Color);
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// ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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// ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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// m_shape.draw_stroke();
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//}
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}
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if (depth) glEnable(GL_DEPTH_TEST);
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}
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@@ -443,10 +443,31 @@ void NodeCanvas::draw()
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glDisable(GL_DEPTH_TEST);
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if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
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{
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if (m_canvas->m_smask_mode == 1)
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m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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else if (m_canvas->m_smask_mode == 2)
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m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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// if (m_canvas->m_smask_mode == 1)
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// m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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// else if (m_canvas->m_smask_mode == 2)
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// m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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ShaderManager::use(kShader::TextureMask);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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//draw the cube faces
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(m_canvas->m_order.size() + 500.f)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1.f));
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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}
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}
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// keep drawing the grids
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@@ -57,6 +57,7 @@ enum class kShader : uint16_t
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ColorTri = const_hash("color-tri"),
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ColorHue = const_hash("color-hue"),
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Texture = const_hash("texture"),
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TextureMask = const_hash("texture-mask"),
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TextureColorize = const_hash("texture-colorize"),
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TextureAlpha= const_hash("texture-alpha"),
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TextureAlphaSep= const_hash("texture-alpha-sep"),
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