rename texture to pattern and implement initial pattern settings

This commit is contained in:
2019-02-17 23:41:17 +01:00
parent 49d9b17719
commit e4ee87e4c6
16 changed files with 379 additions and 232 deletions

View File

@@ -240,20 +240,23 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
const auto& b = m_current_stroke->m_brush;
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
//ShaderManager::u_int(kShaderUniform::TexA, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
//ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_current_stroke->m_brush->m_tip_opacity);
ShaderManager::u_int(kShaderUniform::TexPattern, 3);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush->m_blend_mode);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_layers[layer_index].m_rtt[plane_index].bindTexture();
@@ -486,12 +489,13 @@ void Canvas::stroke_draw()
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
if (!ShaderManager::ext_framebuffer_fetch)
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
ShaderManager::u_int(kShaderUniform::TexStencil, 2); // stencil
ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
ShaderManager::u_vec2(kShaderUniform::StencilOffset, stencil_offset);
ShaderManager::u_float(kShaderUniform::StencilAlpha, brush->m_tip_stencil);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, stencil_offset);
ShaderManager::u_float(kShaderUniform::PatternAlpha, brush->m_pattern_opacity);
ShaderManager::u_int(kShaderUniform::UsePattern, brush->m_pattern_enabled && brush->m_pattern_eachsample);
ShaderManager::u_float(kShaderUniform::MixAlpha, brush->m_tip_mix);
ShaderManager::u_float(kShaderUniform::Wet, brush->m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, brush->m_tip_noise);
@@ -502,10 +506,8 @@ void Canvas::stroke_draw()
glActiveTexture(GL_TEXTURE0);
brush->m_tip_texture->bind();
glActiveTexture(GL_TEXTURE2);
if (brush->m_stencil_texture)
brush->m_stencil_texture->bind();
else
glBindTexture(GL_TEXTURE_2D, 0);
if (brush->m_pattern_texture)
brush->m_pattern_texture->bind();
glActiveTexture(GL_TEXTURE3);
m_mixer.bindTexture();
auto frames = stroke_draw_compute(*m_current_stroke);
@@ -533,23 +535,19 @@ void Canvas::stroke_draw()
}
glActiveTexture(GL_TEXTURE3);
m_mixer.unbindTexture();
glActiveTexture(GL_TEXTURE2);
if (brush->m_stencil_texture)
brush->m_stencil_texture->unbind();
glActiveTexture(GL_TEXTURE0);
brush->m_tip_texture->unbind();
// DRAW DUAL BRUSH
ShaderManager::u_int(kShaderUniform::UsePattern, false);
ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
ShaderManager::u_float(kShaderUniform::Wet, 0);
ShaderManager::u_float(kShaderUniform::Noise, 0);
if (brush->m_dual_enabled)
{
glActiveTexture(GL_TEXTURE0);
dual_brush->m_tip_texture->bind();
glActiveTexture(GL_TEXTURE2);
if (dual_brush->m_stencil_texture)
dual_brush->m_stencil_texture->bind();
else
glBindTexture(GL_TEXTURE_2D, 0);
auto frames_dual = stroke_draw_compute(*m_dual_stroke);
for (auto& f : frames_dual)
{
@@ -570,9 +568,6 @@ void Canvas::stroke_draw()
m_dirty_box[i] = glm::clamp(box_union(m_dirty_box[i], rect), glm::vec4(0), glm::vec4(m_width));
}
}
glActiveTexture(GL_TEXTURE2);
if (dual_brush->m_stencil_texture)
dual_brush->m_stencil_texture->unbind();
glActiveTexture(GL_TEXTURE0);
dual_brush->m_tip_texture->unbind();
}
@@ -719,6 +714,8 @@ void Canvas::stroke_commit()
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
const auto& b = m_current_stroke->m_brush;
for (int i = 0; i < 6; i++)
{
//m_dirty_box[i] = glm::vec4(0, 0, m_width, m_height); // reset bounding box
@@ -755,7 +752,8 @@ void Canvas::stroke_commit()
m_sampler.bind(0);
m_sampler_bg.bind(1);
m_sampler_mask.bind(2);
m_sampler_stencil.bind(3);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
if (m_current_mode == kCanvasMode::Erase)
{
ShaderManager::use(kShader::CompErase);
@@ -764,7 +762,7 @@ void Canvas::stroke_commit()
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_current_stroke->m_brush->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
@@ -787,16 +785,19 @@ void Canvas::stroke_commit()
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
//ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_current_stroke->m_brush->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush->m_blend_mode);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::UseDual, m_current_stroke->m_brush->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, m_current_stroke->m_brush->m_dual_blend_mode);
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
glActiveTexture(GL_TEXTURE0);
m_tex2[i].bind();
@@ -805,10 +806,14 @@ void Canvas::stroke_commit()
glActiveTexture(GL_TEXTURE2);
m_smask.m_rtt[i].bindTexture();
glActiveTexture(GL_TEXTURE3);
m_current_stroke->m_brush->m_dual_enabled ?
m_tmp_dual[i].bindTexture() : glBindTexture(GL_TEXTURE_2D, 0);
if (b->m_dual_enabled)
m_tmp_dual[i].bindTexture();
glActiveTexture(GL_TEXTURE4);
if (b->m_pattern_texture)
b->m_pattern_texture->bind();
m_plane.draw_fill();
if (m_current_stroke->m_brush->m_dual_enabled)
glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled)
m_tmp_dual[i].unbindTexture();
glActiveTexture(GL_TEXTURE2);
m_smask.m_rtt[i].unbindTexture();
@@ -822,7 +827,7 @@ void Canvas::stroke_commit()
// ShaderManager::use(kShader::StrokeLayer);
// ShaderManager::u_int(kShaderUniform::TexBG, 1);
// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx].m_alpha_locked);
// ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->brush->m_tip_opacity);
// ShaderManager::u_float(kShaderUniform::Alpha, b->m_tip_opacity);
//
// ShaderManager::u_int(kShaderUniform::Tex, 0);
// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
@@ -996,11 +1001,13 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
//ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
ShaderManager::u_float(kShaderUniform::PatternAlpha, 0);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
ShaderManager::u_int(kShaderUniform::Lock, false);
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern,false);
glActiveTexture(GL_TEXTURE0);
m_tex2[i].bind();