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

@@ -88,7 +88,8 @@ void NodeCanvas::draw()
m_sampler.bind(0);
m_sampler.bind(1);
m_sampler.bind(2);
m_sampler_stencil.bind(3);
m_sampler.bind(3);
m_sampler_stencil.bind(4);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
@@ -146,6 +147,8 @@ void NodeCanvas::draw()
use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
const auto& b = m_canvas->m_current_stroke->m_brush;
for (size_t i = 0; i < m_canvas->m_order.size(); i++)
{
auto layer_index = m_canvas->m_order[i];
@@ -177,8 +180,8 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush->m_tip_opacity);
//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::UseFragCoordUV2, false);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
@@ -204,18 +207,20 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush->m_tip_opacity);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_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_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush->m_blend_mode);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::UseDual, m_canvas->m_current_stroke->m_brush->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, m_canvas->m_current_stroke->m_brush->m_dual_blend_mode);
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
@@ -224,11 +229,14 @@ void NodeCanvas::draw()
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE3);
m_canvas->m_current_stroke->m_brush->m_dual_enabled ?
m_canvas->m_tmp_dual[plane_index].bindTexture() :
glBindTexture(GL_TEXTURE_2D, 0);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE4);
if (b->m_pattern_texture)
b->m_pattern_texture->bind();
m_face_plane.draw_fill();
if (m_canvas->m_current_stroke->m_brush->m_dual_enabled)
glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.m_rtt[plane_index].unbindTexture();