Route remaining UI shader setup through helpers

This commit is contained in:
2026-06-13 06:12:46 +02:00
parent d7c88e6653
commit 05b721bce6
9 changed files with 123 additions and 83 deletions

View File

@@ -10,6 +10,7 @@
#include "node_canvas.h"
#include "legacy_canvas_draw_merge_services.h"
#include "legacy_canvas_stroke_composite_services.h"
#include "legacy_canvas_stroke_preview_services.h"
#include "legacy_ui_overlay_services.h"
#include "legacy_ui_gl_dispatch.h"
#include "app.h"
@@ -298,9 +299,6 @@ void CanvasModePen::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const
auto pos = m_resizing ? m_size_pos_start : m_cur_pos;
//if (App::I->keys[(int)kKey::KeyAlt] && !m_resizing)
// pos.x = pos.x - brush->m_tip_size * .5f;
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, brush->m_tip_flow * brush->m_tip_opacity);
float tip_scale_fix = 1.f / glm::tan(glm::radians(Canvas::I->m_cam_fov * 0.5f));
float tip_angle = brush->m_tip_angle * (float)(M_PI * 2.0);
glm::vec2 tip_scale = App::I->zoom * brush->m_tip_scale *
@@ -334,15 +332,17 @@ void CanvasModePen::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const
static_cast<std::int32_t>(((App::I->height - pos.y - 1) / App::I->height) * fb_height),
pixel);
bool outline = glm::min(tip_scale.x, tip_scale.y) < 20 || m_resizing ? false : m_draw_outline;
ShaderManager::u_int(kShaderUniform::DrawOutline, outline);
ShaderManager::u_vec4(kShaderUniform::Col, outline ? glm::vec4(1.f - glm::vec3(pixel) / 255.f, 1.f) : tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(pos + tip_offset, 0)) *
glm::eulerAngleZ(tip_angle) *
glm::scale(glm::vec3(tip_scale, 1))
);
pp::panopainter::setup_legacy_vr_stroke_preview_shader({
.texture_slot = 0,
.alpha = brush->m_tip_flow * brush->m_tip_opacity,
.draw_outline = outline,
.color = outline ? glm::vec4(1.f - glm::vec3(pixel) / 255.f, 1.f) : tip_color,
.mvp = glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(pos + tip_offset, 0)) *
glm::eulerAngleZ(tip_angle) *
glm::scale(glm::vec3(tip_scale, 1)),
});
const bool blend = query_canvas_mode_capability(pp::renderer::gl::blend_state());
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
set_canvas_mode_active_texture_unit(0);
@@ -411,9 +411,10 @@ void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
{
if (m_dragging)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
ShaderManager::u_vec4(kShaderUniform::Col, Canvas::I->m_current_brush->m_tip_color);
pp::panopainter::setup_legacy_vr_color_shader({
.color = Canvas::I->m_current_brush->m_tip_color,
.mvp = ortho,
});
static glm::vec4 AB[2];
AB[0] = { m_drag_start, 0, 1 };
AB[1] = { m_drag_pos, 0, 1 };
@@ -425,9 +426,6 @@ void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
else if (m_draw_tip)
{
const auto& brush = Canvas::I->m_current_brush;
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, brush->m_tip_flow * brush->m_tip_opacity);
float tip_scale_fix = 1.f / glm::tan(glm::radians(Canvas::I->m_cam_fov * 0.5f));
float tip_angle = brush->m_tip_angle * (float)(M_PI * 2.0);
glm::vec2 tip_scale = App::I->zoom * brush->m_tip_scale *
@@ -436,15 +434,17 @@ void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
glm::vec2((brush->m_tip_aspect <= 0.5 ? brush->m_tip_aspect * 2.f : 1.f),
(brush->m_tip_aspect > 0.5 ? 1.f - (brush->m_tip_aspect - .5f) * 2.f : 1.f));
auto tip_color = glm::vec4(glm::vec3(brush->m_tip_color), 1.f);
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(m_cur_pos, 0)) *
glm::eulerAngleZ(tip_angle) *
glm::scale(glm::vec3(tip_scale, 1))
);
pp::panopainter::setup_legacy_vr_stroke_preview_shader({
.texture_slot = 0,
.alpha = brush->m_tip_flow * brush->m_tip_opacity,
.draw_outline = false,
.color = tip_color,
.mvp = glm::scale(glm::vec3(1, -1, 1)) *
ortho *
glm::translate(glm::vec3(m_cur_pos, 0)) *
glm::eulerAngleZ(tip_angle) *
glm::scale(glm::vec3(tip_scale, 1)),
});
const bool blend = query_canvas_mode_capability(pp::renderer::gl::blend_state());
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
set_canvas_mode_active_texture_unit(0);

View File

@@ -39,6 +39,46 @@ inline void configure_legacy_ui_color_shader(
ShaderManager::u_vec4(kShaderUniform::Col, color);
}
inline void configure_legacy_grid_lambert_shader(
const glm::mat4& mvp,
const glm::vec3& light_dir,
float ambient) noexcept
{
ShaderManager::use(kShader::Lambert);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
ShaderManager::u_float(kShaderUniform::Ambient, ambient);
}
inline void configure_legacy_grid_lambert_lightmap_shader(
const glm::mat4& mvp,
const glm::vec3& light_dir,
float ambient,
int texture_slot) noexcept
{
ShaderManager::use(kShader::LambertLightmap);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
ShaderManager::u_float(kShaderUniform::Ambient, ambient);
ShaderManager::u_int(kShaderUniform::Tex, texture_slot);
}
inline void configure_legacy_grid_bake_uv_shader(
const glm::mat4& mvp) noexcept
{
ShaderManager::use(kShader::BakeUV);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
}
inline void configure_legacy_ui_color_quad_shader(
const glm::mat4& mvp,
const glm::vec4& color) noexcept
{
ShaderManager::use(kShader::ColorQuad);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec4(kShaderUniform::Col, color);
}
inline void configure_legacy_ui_font_shader(
const glm::mat4& mvp,
const glm::vec4& color) noexcept

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@@ -1,4 +1,5 @@
#include "pch.h"
#include "legacy_ui_overlay_services.h"
#include "log.h"
#include "legacy_ui_gl_dispatch.h"
#include "node_border.h"
@@ -61,12 +62,10 @@ void NodeBorder::parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* a
}
void NodeBorder::draw()
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
if (m_color.a > 0.f)
{
pp::legacy::ui_gl::set_blend_enabled(m_color.a < 1.f, "NodeBorder");
ShaderManager::u_vec4(kShaderUniform::Col, m_color);
pp::panopainter::configure_legacy_ui_color_shader(m_mvp, m_color);
m_plane.draw_fill();
pp::legacy::ui_gl::set_blend_enabled(false, "NodeBorder");
}
@@ -74,8 +73,8 @@ void NodeBorder::draw()
if (m_thinkness > 0 && m_border_color.a > 0.f)
{
//glLineWidth(m_thinkness);
ShaderManager::u_vec4(kShaderUniform::Col, m_border_color);
pp::legacy::ui_gl::set_blend_enabled(m_border_color.a < 1.f, "NodeBorder");
pp::panopainter::configure_legacy_ui_color_shader(m_mvp, m_border_color);
m_plane.draw_stroke();
pp::legacy::ui_gl::set_blend_enabled(false, "NodeBorder");
}

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@@ -92,8 +92,8 @@ void NodeColorQuad::draw()
auto pos = glm::clamp(m_value * sz, { 0, 0 }, sz);
m_picker->SetPosition(pos - m_picker->GetSize() * .5f);
ShaderManager::use(kShader::ColorQuad);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(convert_rgb2hsv(glm::vec3(m_color)), 1));
pp::panopainter::configure_legacy_ui_color_quad_shader(
m_mvp,
glm::vec4(convert_rgb2hsv(glm::vec3(m_color)), 1));
m_plane.draw_fill();
}

View File

@@ -100,26 +100,24 @@ void NodeColorWheel::loaded()
void NodeColorWheel::draw()
{
pp::legacy::ui_gl::set_blend_enabled(false, "NodeColorWheel");
ShaderManager::use(kShader::ColorHue);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::eulerAngleZ(glm::radians(-90.f)));
ShaderManager::u_int(kShaderUniform::Direction, 0); // set horizontal
pp::panopainter::configure_legacy_slider_hue_shader(
m_mvp * glm::eulerAngleZ(glm::radians(-90.f)),
0); // set horizontal
m_circle.draw_fill();
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::eulerAngleZ(glm::radians(-360.f * m_hsv.x)) * glm::translate(glm::vec3(.45f,0.f,0.f)));
ShaderManager::u_vec4(kShaderUniform::Col, {convert_hsv2rgb({glm::fract(m_hsv.x + 0.5f), 1.f, 1.f}), 1.f});
pp::panopainter::configure_legacy_ui_color_shader(
m_mvp * glm::eulerAngleZ(glm::radians(-360.f * m_hsv.x)) * glm::translate(glm::vec3(.45f,0.f,0.f)),
{convert_hsv2rgb({glm::fract(m_hsv.x + 0.5f), 1.f, 1.f}), 1.f});
m_cur_hue.draw_stroke();
ShaderManager::use(kShader::ColorQuad);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(m_hsv, 0.f));
pp::panopainter::configure_legacy_ui_color_quad_shader(m_mvp, glm::vec4(m_hsv, 0.f));
m_quad.draw_fill();
float quad_scale = glm::sin(glm::radians(45.f)) * 0.8f;
glm::vec3 pos = glm::vec3(glm::vec2(m_hsv.y, 1.f - m_hsv.z) - 0.5f, 0);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::translate(pos * quad_scale));
ShaderManager::u_vec4(kShaderUniform::Col, {convert_hsv2rgb({glm::fract(m_hsv.x + 0.5f), 1.f, 1.f}), 1.f});
pp::panopainter::configure_legacy_ui_color_shader(
m_mvp * glm::translate(pos * quad_scale),
{convert_hsv2rgb({glm::fract(m_hsv.x + 0.5f), 1.f, 1.f}), 1.f});
m_cur_quad.draw_fill();
}

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@@ -349,7 +349,6 @@ void NodeAnimationLayer::draw()
void NodeAnimationTimeline::draw()
{
parent::draw();
ShaderManager::use(kShader::Color);
pp::legacy::ui_gl::set_blend_enabled(false, "NodeAnimationTimeline");
float step = 35.f;
@@ -358,20 +357,18 @@ void NodeAnimationTimeline::draw()
m_pos.y + m_size.y * 0.5f
};
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(glm::vec3(m_cursor_color) * 0.5f, 1.f));
ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
* glm::translate(glm::vec3(cur_pos, 0))
* glm::scale(glm::vec3(step * m_onion_size * 2.f, m_size.y * 0.5f, 1))
);
pp::panopainter::configure_legacy_ui_color_shader(
m_proj
* glm::translate(glm::vec3(cur_pos, 0))
* glm::scale(glm::vec3(step * m_onion_size * 2.f, m_size.y * 0.5f, 1)),
glm::vec4(glm::vec3(m_cursor_color) * 0.5f, 1.f));
m_plane.draw_fill();
ShaderManager::u_vec4(kShaderUniform::Col, m_cursor_color);
ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
* glm::translate(glm::vec3(cur_pos, 0))
* glm::scale(glm::vec3(step * 0.25f, m_size.y * 0.75f, 1))
);
pp::panopainter::configure_legacy_ui_color_shader(
m_proj
* glm::translate(glm::vec3(cur_pos, 0))
* glm::scale(glm::vec3(step * 0.25f, m_size.y * 0.75f, 1)),
m_cursor_color);
m_plane.draw_fill();
/*

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@@ -273,29 +273,28 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
if (m_shade_mode == ShadeMode::Solid)
{
apply_grid_capability(pp::renderer::gl::blend_state(), false);
ShaderManager::use(kShader::Lambert);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
pp::panopainter::configure_legacy_grid_lambert_shader(
mvp,
light_dir,
get_ambient());
m_hm_plane.draw_fill();
}
else if (m_shade_mode == ShadeMode::Flat)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
glm::vec3(1.f - m_groud_value->get_value()),
m_groud_opacity->get_value()
));
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
pp::panopainter::configure_legacy_ui_color_shader(
mvp,
glm::vec4(
glm::vec3(1.f - m_groud_value->get_value()),
m_groud_opacity->get_value()));
m_hm_plane.draw_fill();
}
else if(m_shade_mode == ShadeMode::Textured)
{
ShaderManager::use(kShader::LambertLightmap);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
ShaderManager::u_int(kShaderUniform::Tex, 0);
pp::panopainter::configure_legacy_grid_lambert_lightmap_shader(
mvp,
light_dir,
get_ambient(),
0);
m_sampler_mipmap.bind(0);
set_grid_active_texture_unit(0U);
m_texture.bind();
@@ -309,13 +308,12 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
if (wire_alpha > 0.f)
{
apply_grid_capability(pp::renderer::gl::blend_state(), true);
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
glm::vec3(m_groud_value->get_value()),
m_groud_opacity->get_value() *
wire_alpha
));
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
pp::panopainter::configure_legacy_ui_color_shader(
mvp,
glm::vec4(
glm::vec3(m_groud_value->get_value()),
m_groud_opacity->get_value() *
wire_alpha));
if (m_hm_image.m_data && m_shade_mode == ShadeMode::Transparent)
{
apply_grid_color_mask(
@@ -401,8 +399,7 @@ void NodePanelGrid::bake_uvs()
apply_grid_capability(pp::renderer::gl::blend_state(), false);
apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
apply_grid_viewport(0, 0, fb.getWidth(), fb.getHeight());
ShaderManager::use(kShader::BakeUV);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4(1));
pp::panopainter::configure_legacy_grid_bake_uv_shader(glm::mat4(1));
// bake normal
ShaderManager::u_int(kShaderUniform::Mode, 0);