Route canvas mode and preview texture setup through helpers

This commit is contained in:
2026-06-13 05:38:58 +02:00
parent e82bcb6d56
commit 1ae623000a
4 changed files with 33 additions and 15 deletions

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@@ -18,6 +18,14 @@ agent or engineer to remove them without reconstructing context from chat.
## Recent Reductions
- 2026-06-13: DEBT-0036 was narrowed again. `CanvasModeTransform::on_Draw`
and `CanvasModeFloodFill::on_Draw` retained `Texture` shader setup now route
through `legacy_canvas_draw_merge_services.h`; the mode paths still own
active texture selection, sampler/texture binding, and draw execution.
- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview::draw`
retained preview `Texture` shader setup now routes through
`legacy_canvas_draw_merge_services.h`; the node still owns preview texture
binding, sampler binding, and draw execution.
- 2026-06-13: DEBT-0036 was narrowed again. `NodeViewport` retained preview
draw and `NodePanelGrid` sun-overlay `Texture` shader setup now route
through `legacy_canvas_draw_merge_services.h`; the node paths still own

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@@ -3021,6 +3021,9 @@ Results:
stroke composite shader setup helper, while render-task ordering, framebuffer
copy bounds, sampler/texture binding, and draw execution remain in retained
canvas-mode code.
- `NodeStrokePreview::draw` now shares the retained draw-merge texture shader
setup helper for preview `Texture`, `Tex`, and `MVP` setup, while preview
texture binding, sampler binding, and draw execution remain in the node path.
- `Canvas::import_layer` retained object drawing now shares the draw-merge
texture shader setup helper for flat and spherical imports, while texture
upload, sampler/texture binding, draw callbacks, and object geometry remain in
@@ -3048,6 +3051,10 @@ Results:
share the retained draw-merge texture shader setup helper for `Texture`,
`Tex`, and `MVP` setup. Texture/sampler binding, viewport/state setup, and
draw execution remain in the node paths.
- `CanvasModeTransform::on_Draw` and `CanvasModeFloodFill::on_Draw` now share
the retained draw-merge texture shader setup helper for `Texture`, `Tex`, and
`MVP` setup. Active texture selection, sampler/texture binding, and draw
execution remain in the canvas mode paths.
- `Canvas::stroke_draw_mix` now shares the retained stroke composite shader
helper for mixer-pass `CompDraw` setup, while preserving its caller-specific
texture slot uniforms. Mixer framebuffer/scissor state, sampler and texture

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@@ -8,6 +8,7 @@
#include "canvas.h"
#include "shader.h"
#include "node_canvas.h"
#include "legacy_canvas_draw_merge_services.h"
#include "legacy_canvas_stroke_composite_services.h"
#include "legacy_ui_overlay_services.h"
#include "legacy_ui_gl_dispatch.h"
@@ -1526,9 +1527,10 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 1, 1, .1 });
m_shape[i].draw_fill();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
pp::panopainter::setup_legacy_canvas_draw_merge_texture_shader({
.mvp = proj * camera * m_xform * m_xform_local,
.texture_slot = 0,
});
set_canvas_mode_active_texture_unit(0);
m_tex[i].bind();
Canvas::I->m_sampler_linear.bind(0);
@@ -1754,15 +1756,14 @@ void CanvasModeFloodFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
{
if (m_draw_tip)
{
ShaderManager::use(kShader::Texture);
ShaderManager::u_mat4(kShaderUniform::MVP,
glm::scale(glm::vec3(1, -1, 1))
* ortho
* glm::translate(glm::vec3(Canvas::I->m_cur_pos, 0.f))
* glm::scale(glm::vec3(32, 32, 1))
* glm::translate(glm::vec3(0.5f, -0.5f, 0))
);
ShaderManager::u_int(kShaderUniform::Tex, 0);
pp::panopainter::setup_legacy_canvas_draw_merge_texture_shader({
.mvp = glm::scale(glm::vec3(1, -1, 1))
* ortho
* glm::translate(glm::vec3(Canvas::I->m_cur_pos, 0.f))
* glm::scale(glm::vec3(32, 32, 1))
* glm::translate(glm::vec3(0.5f, -0.5f, 0)),
.texture_slot = 0,
});
auto& t = TextureManager::get(m_cursor_id);

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@@ -775,9 +775,11 @@ void NodeStrokePreview::draw_stroke()
void NodeStrokePreview::draw()
{
ShaderManager::use(kShader::Texture);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ShaderManager::u_int(kShaderUniform::Tex, 0);
pp::panopainter::setup_legacy_canvas_draw_merge_texture_shader(
pp::panopainter::LegacyCanvasDrawMergeTextureUniforms {
.mvp = m_mvp,
.texture_slot = 0,
});
m_tex_preview.bind();
m_sampler_linear.bind(0);
m_plane.draw_fill();