remove unused shaders, fix color blending algorithm in shader
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@@ -81,20 +81,21 @@ void ui::Canvas::pick_update(int plane)
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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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#ifndef __IOS__
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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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#endif
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// #ifndef __IOS__
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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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// #endif
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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::StrokeLayer);
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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_plane.draw_fill();
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@@ -765,7 +766,7 @@ void ui::Canvas::export_equirectangular(std::string data_path)
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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glEnable(GL_BLEND);
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RTT m_latlong;
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m_latlong.create(m_width * 4, m_height * 2); // NOTE: w and h must be equal to make sense
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@@ -792,18 +793,19 @@ void ui::Canvas::export_equirectangular(std::string data_path)
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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_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::StrokeLayer);
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ShaderManager::u_int(kShaderUniform::TexBG, 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_plane.draw_fill();
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@@ -921,9 +923,10 @@ void ui::Canvas::export_anim(std::string data_path)
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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::StrokeLayer);
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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, 1);
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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_plane.draw_fill();
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