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-rw-r--r--src/gl_calls.cpp142
1 files changed, 71 insertions, 71 deletions
diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp
index 91dba4f..8bdd7f1 100644
--- a/src/gl_calls.cpp
+++ b/src/gl_calls.cpp
@@ -180,17 +180,8 @@ static void
GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
layer_transforms T, int Width, int Height, int BytesPerPixel,
int L_Width, int L_Height,v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
- ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom)
+ ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, int StencilLayer, int Mode)
{
- // stencil buffer
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
- glStencilMask(0xff);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
int Uniform = 0;
Uniform = glGetUniformLocation(DefaultShaderProgram, "CompDimensions");
@@ -220,6 +211,11 @@ GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32
Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
glUniform3f(Uniform, 0, 0, 0);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glBindVertexArray(0);
+ glStencilFunc(GL_EQUAL, StencilLayer, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, Mode);
+
// fill
// vertices
glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
@@ -228,13 +224,9 @@ GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32
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);
-
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
//
+
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindVertexArray(0);
@@ -244,18 +236,8 @@ static void
GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
layer_transforms T, int Width, int Height, int BytesPerPixel,
int L_Width, int L_Height,v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
- ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, bool32 KeepStencil)
+ ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, int StencilLayer)
{
- // stencil buffer
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- if (!KeepStencil)
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
- glStencilMask(0xff);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
int Uniform = 0;
Uniform = glGetUniformLocation(DefaultShaderProgram, "CompDimensions");
@@ -280,30 +262,34 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
if (RenderMode == 0 || RenderMode == 1)
{
+ // disable color component writing and allow stencil writing using the shape layer's vertices
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glBindVertexArray(0);
+ glStencilFunc(GL_ALWAYS, 0, 0xFF);
+
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
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)));
+ 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);
- glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
- //
+ // ---
+ // allow color component writing
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindVertexArray(0);
+ glStencilFunc(GL_EQUAL, StencilLayer + 1, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
glUniform1i(Uniform, 0);
@@ -312,33 +298,50 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
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);
- //
+ 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);
+
+ glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
+
+ // ---
+
+ // NOTE(fox): We need to clean up the mask after we draw the colors if
+ // precomps are involved.
+ // TODO(fox): If this is the final method, add this optimization: shapes with
+ // no precomps below them don't have to be drawn twice and can instead
+ // get cleaned by setting StencilOp to GL_DECR.
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glBindVertexArray(0);
+ glStencilFunc(GL_ALWAYS, 0, 0xFF);
+
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
+ glUniform1i(Uniform, 1);
+
+ 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)));
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} else {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
- // stencil buffer not needed
- glDisable(GL_STENCIL_TEST);
- glStencilMask(0xFF);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
-
glBindVertexArray(0);
+ // stroke component
if (RenderMode == 0 || RenderMode == 2) {
Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
glUniform1i(Uniform, 1);
@@ -347,17 +350,14 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
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);
- //
+ 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);
}
}