fix shader for iOS, remove switch to if-else sequence

This commit is contained in:
2017-12-06 00:32:15 +00:00
parent 9978709645
commit d18b1103bb
4 changed files with 36 additions and 23 deletions

View File

@@ -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"

View File

@@ -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 });

View File

@@ -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);

View File

@@ -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)
{