draw onion

This commit is contained in:
2019-10-15 18:12:23 +02:00
parent b096d250e2
commit f7baa9083f
3 changed files with 55 additions and 30 deletions

View File

@@ -5,19 +5,25 @@
uint32_t Layer::s_count = 0; uint32_t Layer::s_count = 0;
RTT& Layer::rtt(int i) RTT& Layer::rtt(int i, int frame /*= -1*/)
{ {
return m_frames[m_frame_index].m_rtt[i]; if (frame == -1)
frame = m_frame_index;
return m_frames[frame].m_rtt[i];
} }
glm::vec4& Layer::box(int i) glm::vec4& Layer::box(int i, int frame /*= -1*/)
{ {
return m_frames[m_frame_index].m_dirty_box[i]; if (frame == -1)
frame = m_frame_index;
return m_frames[frame].m_dirty_box[i];
} }
bool& Layer::face(int i) bool& Layer::face(int i, int frame /*= -1*/)
{ {
return m_frames[m_frame_index].m_dirty_face[i]; if (frame == -1)
frame = m_frame_index;
return m_frames[frame].m_dirty_face[i];
} }
LayerFrame& Layer::frame() LayerFrame& Layer::frame()

View File

@@ -54,9 +54,9 @@ public:
void optimize(); void optimize();
int memsize() const; int memsize() const;
}; };
RTT& rtt(int i); RTT& rtt(int i, int frame = -1);
glm::vec4& box(int i); glm::vec4& box(int i, int frame = -1);
bool& face(int i); bool& face(int i, int frame = -1);
LayerFrame& frame(); LayerFrame& frame();
void resize(int width, int height); void resize(int width, int height);
bool create(int width, int height, std::string name); bool create(int width, int height, std::string name);

View File

@@ -214,10 +214,16 @@ void NodeCanvas::draw()
auto layer_index = i; auto layer_index = i;
for (int plane_index = 0; plane_index < 6; plane_index++) for (int plane_index = 0; plane_index < 6; plane_index++)
{ {
int onion_size = 1;
int frame_current = m_canvas->m_layers[layer_index]->m_frame_index;
int frame_start = glm::max<int>(frame_current - 1, 0);
int frame_end = glm::min<int>(frame_current + 1, m_canvas->m_layers[layer_index]->m_frames.size() - 1);
bool faces = false;
for (int frame = frame_start; frame <= frame_end; frame++)
faces |= m_canvas->m_layers[layer_index]->face(plane_index, frame);
if (!(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_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_visible ||
m_canvas->m_layers[layer_index]->m_opacity == .0f || m_canvas->m_layers[layer_index]->m_opacity == .0f || !faces))
!m_canvas->m_layers[layer_index]->face(plane_index)))
continue; continue;
if (use_blend) if (use_blend)
@@ -244,22 +250,27 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::TexStroke, 1); ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2); ShaderManager::u_int(kShaderUniform::TexMask, 2);
//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom); //ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active); ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture(); m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2); glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.rtt(plane_index).bindTexture(); m_canvas->m_smask.rtt(plane_index).bindTexture();
for (int frame = frame_start; frame <= frame_end; frame++)
{
float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity* onion_alpha);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill(); m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
glActiveTexture(GL_TEXTURE2);
m_canvas->m_smask.rtt(plane_index).unbindTexture(); m_canvas->m_smask.rtt(plane_index).unbindTexture();
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture(); m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
} }
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index) else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
{ {
@@ -280,7 +291,6 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::TexDual, 3); ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4); ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size); ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active); ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked); ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false); ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
@@ -298,8 +308,6 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode); ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset); ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].bindTexture(); m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2); glActiveTexture(GL_TEXTURE2);
@@ -311,7 +319,16 @@ void NodeCanvas::draw()
b->m_pattern_texture ? b->m_pattern_texture ?
b->m_pattern_texture->bind() : b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
for (int frame = frame_start; frame <= frame_end; frame++)
{
float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill(); m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
glActiveTexture(GL_TEXTURE3); glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled) if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].unbindTexture(); m_canvas->m_tmp_dual[plane_index].unbindTexture();
@@ -319,22 +336,24 @@ void NodeCanvas::draw()
m_canvas->m_smask.rtt(plane_index).unbindTexture(); m_canvas->m_smask.rtt(plane_index).unbindTexture();
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
m_canvas->m_tmp[plane_index].unbindTexture(); m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
} }
else else
{ {
m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0); m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha); ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_int(kShaderUniform::Tex, 0);
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_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z); ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
for (int frame = frame_start; frame <= frame_end; frame++)
{
float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture(); m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill(); m_face_plane.draw_fill();
m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture(); m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
} }
if (use_blend) if (use_blend)