fixing export blending issue
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@@ -705,9 +705,9 @@ bool ui::Canvas::create(int width, int height)
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m_tex[i].create(width, height);
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m_tex2[i].create(width, height); // TODO: destroy before recreating
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}
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m_sampler.create();
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m_sampler_bg.create();
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m_sampler_mask.create();
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m_sampler.create(GL_NEAREST);
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m_sampler_bg.create(GL_NEAREST);
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m_sampler_mask.create(GL_NEAREST);
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m_plane.create<1>(1, 1);
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m_plane_brush.create<1>(1, 1);
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m_mesh.create();
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@@ -781,36 +781,27 @@ void ui::Canvas::export_equirectangular(std::string data_path)
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
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};
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ShaderManager::use(ui::kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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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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for (int i = 0; i < 6; i++)
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{
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m_tmp[i].bindFramebuffer();
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m_tmp[i].clear({ 1, 1, 1, 1 });
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glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
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m_sampler.bind(0);
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for (auto layer_index : m_order)
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{
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// copy to tmp2 for layer blending
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glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
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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_layers[layer_index].m_rtt[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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ShaderManager::use(ui::kShader::TextureAlpha);
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//ShaderManager::u_int(kShaderUniform::TexBG, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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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_layers[layer_index].m_rtt[i].bindTexture();
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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_layers[layer_index].m_rtt[i].unbindTexture();
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}
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m_sampler.unbind();
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// copy result to cubemap
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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