diff --git a/engine/app_shaders.cpp b/engine/app_shaders.cpp index e2e0e41..4535baf 100644 --- a/engine/app_shaders.cpp +++ b/engine/app_shaders.cpp @@ -101,18 +101,27 @@ void App::initShaders() " sum += textureOffset(t, uv, ivec2( 1, 1));\n" " return sum / vec4(9.0);\n" "}\n" - "mediump vec3 blend_normal(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot) { return mix(base.rgb, stroke.rgb, stroke.a/alpha_tot); }\n" - "mediump vec3 blend_multiply(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, base.rgb*stroke.rgb, stroke.a/alpha_tot), base.a/alpha_tot); }\n" - "mediump vec3 blend_screen(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, 1.0-(1.0-base.rgb)*(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n" - "mediump vec3 blend_colorDodge(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n" - "mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot) { return mix(stroke.rgb, mix(base.rgb, mix(2.0*base.rgb*stroke.rgb, 1.0-2.0*(1.0-base.rgb)*(1.0-stroke.rgb), floor(base.rgb*2.0)), stroke.a/alpha_tot), base.a/alpha_tot); }\n" - "mediump vec3 blend(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot, int mode) { switch(mode){\n" - " case 0: return blend_normal(base, stroke, alpha_tot);" - " case 1: return blend_multiply(base, stroke, alpha_tot);" - " case 2: return blend_screen(base, stroke, alpha_tot);" - " case 3: return blend_colorDodge(base, stroke, alpha_tot);" - " case 4: return blend_overlay(base, stroke, alpha_tot);" - "}}\n" + + "mediump vec3 blend_normal(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)" + "{ return mix(base.rgb, stroke.rgb, stroke.a/alpha_tot); }\n" + "mediump vec3 blend_multiply(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)" + "{ return mix(stroke.rgb, mix(base.rgb, base.rgb*stroke.rgb, stroke.a/alpha_tot), base.a/alpha_tot); }\n" + "mediump vec3 blend_screen(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)" + "{ return mix(stroke.rgb, mix(base.rgb, 1.0-(1.0-base.rgb)*(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n" + "mediump vec3 blend_colorDodge(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)" + "{ return mix(stroke.rgb, mix(base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }\n" + "mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)" + "{ return mix(stroke.rgb, mix(base.rgb, mix(2.0*base.rgb*stroke.rgb, 1.0-2.0*(1.0-base.rgb)*(1.0-stroke.rgb), floor(base.rgb*2.0)), stroke.a/alpha_tot), base.a/alpha_tot); }\n" + + "mediump vec3 blend(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot, int mode) {\n" + " if (mode == 0) return blend_normal(base, stroke, alpha_tot);\n" + " else if (mode == 1) return blend_multiply(base, stroke, alpha_tot);\n" + " else if (mode == 2) return blend_screen(base, stroke, alpha_tot);\n" + " else if (mode == 3) return blend_colorDodge(base, stroke, alpha_tot);\n" + " else if (mode == 4) return blend_overlay(base, stroke, alpha_tot);\n" + " else return blend_multiply(base, stroke, alpha_tot);\n" + "}\n" + "void main(){\n" " mediump vec4 base = texture(tex, uv.xy);\n" " mediump vec4 stroke = texture(tex_stroke, uv.xy);\n" diff --git a/engine/canvas.cpp b/engine/canvas.cpp index 02b5a55..280b581 100644 --- a/engine/canvas.cpp +++ b/engine/canvas.cpp @@ -240,7 +240,9 @@ void ui::Canvas::stroke_draw() glDisable(GL_BLEND); ShaderManager::use(ui::kShader::Stroke); ShaderManager::u_int(kShaderUniform::Tex, 0); // brush + #ifndef __IOS__ ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg + #endif //ShaderManager::u_int(kShaderUniform::TexStencil, 3); // stencil ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color); ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height }); diff --git a/engine/node_canvas.cpp b/engine/node_canvas.cpp index 1895e49..dbdbb79 100644 --- a/engine/node_canvas.cpp +++ b/engine/node_canvas.cpp @@ -143,7 +143,7 @@ void NodeCanvas::draw() } else if(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) { - m_sampler_linear.bind(0); + m_sampler.bind(0); auto& paper = TextureManager::get(const_hash("data/paper.jpg")); ui::ShaderManager::use(kShader::CompDraw); ui::ShaderManager::u_int(kShaderUniform::Tex, 0); diff --git a/engine/shader.cpp b/engine/shader.cpp index b76e02b..fae1554 100644 --- a/engine/shader.cpp +++ b/engine/shader.cpp @@ -112,30 +112,32 @@ void Shader::use() } void Shader::u_vec4(kShaderUniform id, const glm::vec4& v) { - if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name); - glUniform4fv(m_umap[id], 1, glm::value_ptr(v)); + if (m_umap.count(id) == 0) LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name) + else glUniform4fv(m_umap[id], 1, glm::value_ptr(v)); } void Shader::u_vec2(kShaderUniform id, const glm::vec2& v) { - if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name); - glUniform2fv(m_umap[id], 1, glm::value_ptr(v)); + if (m_umap.count(id) == 0) LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name) + else glUniform2fv(m_umap[id], 1, glm::value_ptr(v)); } void Shader::u_mat4(kShaderUniform id, const glm::mat4& m) { - if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name); - glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m)); + if (m_umap.count(id) == 0) LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name) + else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m)); } void Shader::u_int(kShaderUniform id, int i) { - if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name); - glUniform1i(m_umap[id], i); + if (m_umap.count(id) == 0) + LOG("UNIFORM int %d NOT FOUND in shader %d", (int)id, (int)name) + else + glUniform1i(m_umap[id], i); } void Shader::u_float(kShaderUniform id, float f) { - if (m_umap.count(id) == 0) LOG("UNIFORM %d NOT FOUND in shader %d", (int)id, (int)name); - glUniform1f(m_umap[id], f); + if (m_umap.count(id) == 0) LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name) + else glUniform1f(m_umap[id], f); } GLint ui::Shader::GetAttribLocation(const char* name) {