fixing export blending issue

This commit is contained in:
2017-08-20 18:00:07 +01:00
parent 506923de69
commit cc146784c1

View File

@@ -705,9 +705,9 @@ bool ui::Canvas::create(int width, int 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_sampler_mask.create();
m_sampler.create(GL_NEAREST);
m_sampler_bg.create(GL_NEAREST);
m_sampler_mask.create(GL_NEAREST);
m_plane.create<1>(1, 1);
m_plane_brush.create<1>(1, 1);
m_mesh.create();
@@ -781,36 +781,27 @@ void ui::Canvas::export_equirectangular(std::string data_path)
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
};
ShaderManager::use(ui::kShader::TextureAlpha);
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));
for (int i = 0; i < 6; i++)
{
m_tmp[i].bindFramebuffer();
m_tmp[i].clear({ 1, 1, 1, 1 });
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
m_sampler.bind(0);
for (auto layer_index : m_order)
{
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
// m_tex2[i].bind();
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
// m_tex2[i].unbind();
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_layers[layer_index].m_rtt[i].bindTexture();
m_plane.draw_fill();
m_sampler.unbind();
m_sampler_bg.unbind();
m_tex2[i].unbind();
m_layers[layer_index].m_rtt[i].unbindTexture();
}
m_sampler.unbind();
// copy result to cubemap
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);