diff options
author | Fox Caminiti <fox@foxcam.net> | 2023-01-06 23:11:49 -0500 |
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committer | Fox Caminiti <fox@foxcam.net> | 2023-01-06 23:11:49 -0500 |
commit | 1d0d8549411e23394059f420f053cc3ee28dacfb (patch) | |
tree | c4486e5632c09d11acfae5634dceb3db6d6dba97 /src/gl_calls.cpp | |
parent | 84d04d391bc4bf9481106d4f5ac4d3dd8f27ed87 (diff) |
more shape code
Diffstat (limited to 'src/gl_calls.cpp')
-rw-r--r-- | src/gl_calls.cpp | 136 |
1 files changed, 72 insertions, 64 deletions
diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp index a1938be..3db9e6a 100644 --- a/src/gl_calls.cpp +++ b/src/gl_calls.cpp @@ -206,53 +206,59 @@ GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeDa Uniform = glGetUniformLocation(DefaultShaderProgram, "Scale"); glUniform1f(Uniform, T.scale); - Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); - glUniform1i(Uniform, 1); - Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); - glUniform1i(Uniform, 1); - - // fill - // vertices - glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject); - glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); - glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); - - // stencil buffer - glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); - glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); - glDisable(GL_CULL_FACE); - - glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount); - // - - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glBindVertexArray(0); + if (RenderMode == 0 || RenderMode == 1) + { - Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); - glUniform1i(Uniform, 0); - Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); - glUniform1i(Uniform, 1); - Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol"); - glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b); - - // stencil for fill - // - // vertices - glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject); - glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); - glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); - glEnableVertexAttribArray(1); - - // stencil buffer - glStencilFunc(GL_NOTEQUAL, 0, 0xFF); - glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); - - glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0); - // + Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); + glUniform1i(Uniform, 1); + Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); + glUniform1i(Uniform, 1); + + // fill + // vertices + glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); + + // stencil buffer + glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); + glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); + glDisable(GL_CULL_FACE); + + glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount); + // + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glBindVertexArray(0); + + Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); + glUniform1i(Uniform, 0); + Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); + glUniform1i(Uniform, 1); + Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol"); + glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b); + + // stencil for fill + // + // vertices + glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); + glEnableVertexAttribArray(1); + + // stencil buffer + glStencilFunc(GL_NOTEQUAL, 0, 0xFF); + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); + + glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0); + // + } else { + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + } // stencil buffer not needed glDisable(GL_STENCIL_TEST); @@ -261,24 +267,26 @@ GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeDa glBindVertexArray(0); - Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); - glUniform1i(Uniform, 1); - Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); - glUniform1i(Uniform, 1); - Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol"); - glUniform3f(Uniform, StrokeCol.r, StrokeCol.g, StrokeCol.b); - - // stroke - // - glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject); - glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); - glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); - glEnableVertexAttribArray(1); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount); - // + if (RenderMode == 0 || RenderMode == 2) { + Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode"); + glUniform1i(Uniform, 1); + Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode"); + glUniform1i(Uniform, 1); + Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol"); + glUniform3f(Uniform, StrokeCol.r, StrokeCol.g, StrokeCol.b); + + // stroke + // + glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); + glEnableVertexAttribArray(1); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount); + // + } glBindFramebuffer(GL_READ_FRAMEBUFFER, TestM->FramebufferObject); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, TestL->FramebufferObject); |