mirror of https://github.com/odrling/Aegisub
Fix rendering of the clip visual tools with detached video
Originally committed to SVN as r5847.
This commit is contained in:
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51149104d9
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4be9c302d3
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@ -348,9 +348,12 @@ static void APIENTRY glMultiDrawArraysFallback(GLenum mode, const GLint *first,
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}
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#endif
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void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_size, bool invert) {
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void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_pos, Vector2D video_size, bool invert) {
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GL_EXT(PFNGLMULTIDRAWARRAYSPROC, glMultiDrawArrays);
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float real_line_a = line_a;
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line_a = 0;
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// The following is nonzero winding-number PIP based on stencils
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// Draw to stencil only
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@ -362,14 +365,8 @@ void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vect
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glStencilFunc(GL_NEVER, 128, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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VertexArray buf(2, 4);
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buf.Set(0, Vector2D());
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buf.Set(1, Vector2D(video_size, 0));
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buf.Set(2, video_size);
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buf.Set(3, Vector2D(0, video_size));
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glColor4f(0, 0, 0, 1);
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glDisable(GL_BLEND);
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buf.Draw(GL_QUADS, false);
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Vector2D video_max = video_pos + video_size;
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DrawRectangle(video_pos, video_max);
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// Increment the winding number for each forward facing triangle
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glStencilOp(GL_INCR, GL_INCR, GL_INCR);
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@ -388,14 +385,12 @@ void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vect
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// Draw the actual rectangle
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glColorMask(1, 1, 1, 1);
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float real_line_a = line_a;
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line_a = 0;
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// VSFilter draws when the winding number is nonzero, so we want to draw the
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// mask when the winding number is zero (where 128 is zero due to the lack of
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// wrapping combined with unsigned numbers)
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glStencilFunc(invert ? GL_EQUAL : GL_NOTEQUAL, 128, 0xFF);
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DrawRectangle(Vector2D(), video_size);
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DrawRectangle(video_pos, video_max);
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glDisable(GL_STENCIL_TEST);
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// Draw lines
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@ -77,9 +77,10 @@ public:
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/// @param points List of coordinates
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/// @param start Indices in points which are the start of a new polygon
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/// @param count Number of points in each polygon
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/// @param video_pos Top-left corner of the visible area
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/// @param video_size Bottom-right corner of the visible area
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/// @param invert Draw the area outside the polygons instead
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void DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_size, bool invert);
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void DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_pos, Vector2D video_size, bool invert);
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static bool IsExtensionSupported(const char *ext);
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};
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@ -228,11 +228,11 @@ catch (const agi::Exception &err) {
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}
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void VideoDisplay::DrawOverscanMask(float horizontal_percent, float vertical_percent) const {
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Vector2D size(w * horizontal_percent / 2, h * vertical_percent / 2);
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int rad1 = h * 0.05;
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Vector2D v(viewport_width, viewport_height);
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Vector2D size = Vector2D(horizontal_percent, vertical_percent) / 2 * v;
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int rad1 = viewport_height * 0.05;
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Vector2D gap = size + rad1;
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int rad2 = gap.Len() + 1;
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Vector2D v(w, h);
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Vector2D igap = v - gap;
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Vector2D isize = v - size;
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@ -88,12 +88,14 @@ void VisualToolClip::Draw() {
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gl.DrawRectangle(cur_1, cur_2);
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}
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else {
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Vector2D p1 = cur_1.Min(cur_2);
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Vector2D p2 = cur_1.Max(cur_2);
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gl.DrawRectangle(Vector2D(0, 0), Vector2D(video_res, p1));
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gl.DrawRectangle(Vector2D(0, p2), video_res);
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gl.DrawRectangle(Vector2D(0, p1), Vector2D(p1, p2));
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gl.DrawRectangle(Vector2D(p2, p1), Vector2D(video_res, p2));
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Vector2D v_min = video_pos;
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Vector2D v_max = video_pos + video_res;
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Vector2D c_min = cur_1.Min(cur_2);
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Vector2D c_max = cur_1.Max(cur_2);
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gl.DrawRectangle(v_min, Vector2D(v_max, c_min));
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gl.DrawRectangle(Vector2D(v_min, c_max), v_max);
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gl.DrawRectangle(Vector2D(v_min, c_min), Vector2D(c_min, c_max));
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gl.DrawRectangle(Vector2D(c_max, c_min), Vector2D(v_max, c_max));
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}
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}
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@ -105,7 +105,7 @@ void VisualToolVectorClip::Draw() {
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gl.SetLineColour(colour[3], 1.f, 2);
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gl.SetFillColour(wxColour(0, 0, 0), 0.5f);
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gl.DrawMultiPolygon(points, start, count, video_res, !inverse);
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gl.DrawMultiPolygon(points, start, count, video_pos, video_res, !inverse);
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Vector2D pt;
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float t;
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