use unique_ptr to hold the Layers vector

This commit is contained in:
2019-02-24 13:19:15 +01:00
parent 3d1412aee2
commit dfa44dbb55
13 changed files with 216 additions and 200 deletions

View File

@@ -119,7 +119,7 @@ void NodeCanvas::draw()
for (size_t i = 0; i < m_canvas->m_order.size(); i++)
{
auto layer_index = m_canvas->m_order[i];
use_blend |= m_canvas->m_layers[layer_index].m_blend_mode != 0;
use_blend |= m_canvas->m_layers[layer_index]->m_blend_mode != 0;
}
if (use_blend)
@@ -156,9 +156,9 @@ void NodeCanvas::draw()
for (int plane_index = 0; plane_index < 6; plane_index++)
{
if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) &&
(!m_canvas->m_layers[layer_index].m_visible ||
m_canvas->m_layers[layer_index].m_opacity == .0f ||
!m_canvas->m_layers[layer_index].m_dirty_face[plane_index]))
(!m_canvas->m_layers[layer_index]->m_visible ||
m_canvas->m_layers[layer_index]->m_opacity == .0f ||
!m_canvas->m_layers[layer_index]->m_dirty_face[plane_index]))
continue;
if (use_blend)
@@ -183,12 +183,12 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::TexMask, 2);
//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
@@ -198,7 +198,7 @@ void NodeCanvas::draw()
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{
@@ -216,8 +216,8 @@ void NodeCanvas::draw()
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
//ShaderManager::u_int(kShaderUniform::DrawOnScreen, true);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
@@ -235,7 +235,7 @@ void NodeCanvas::draw()
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
@@ -255,7 +255,7 @@ void NodeCanvas::draw()
glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
else
{
@@ -264,21 +264,21 @@ void NodeCanvas::draw()
ShaderManager::use(kShader::TextureAlphaSep);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
if (use_blend)
@@ -298,7 +298,7 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::TexA, 1);
if (!ShaderManager::ext_framebuffer_fetch)
ShaderManager::u_int(kShaderUniform::TexBG, 2);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index].m_blend_mode);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
@@ -330,7 +330,7 @@ void NodeCanvas::draw()
#ifdef _DEBUG
// draw dirty area
{
auto bb = m_canvas->m_layers[layer_index].m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index].w;
auto bb = m_canvas->m_layers[layer_index]->m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index]->w;
glm::vec2 bbmin = xy(bb);
glm::vec2 bbsz = zw(bb) - xy(bb);
ShaderManager::use(kShader::Color);