Route colorize mask and slider shader setup through helpers
This commit is contained in:
@@ -18,6 +18,17 @@ agent or engineer to remove them without reconstructing context from chat.
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## Recent Reductions
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## Recent Reductions
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- 2026-06-13: DEBT-0036 was narrowed again. Depth export `TextureColorize`
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shader setup now routes through `legacy_canvas_draw_merge_services.h`; the
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export path still owns sampler/texture binding, layer color selection, and
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draw execution.
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- 2026-06-13: DEBT-0036 was narrowed again. `NodeCanvas` smoothing-mask
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`TextureMask` setup now routes through `legacy_canvas_draw_merge_services.h`;
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the node still owns smoothing-mask texture binding, per-face MVP updates,
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blend state, and draw execution.
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- 2026-06-13: DEBT-0036 was narrowed again. Slider `Color` and `ColorHue`
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shader setup now routes through `legacy_ui_overlay_services.h`; the slider
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nodes still own geometry, hue direction, border drawing, and draw execution.
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- 2026-06-13: DEBT-0036 was narrowed again. Retained `TextureAlpha` shader
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- 2026-06-13: DEBT-0036 was narrowed again. Retained `TextureAlpha` shader
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setup now routes through `legacy_canvas_draw_merge_services.h` for Canvas
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setup now routes through `legacy_canvas_draw_merge_services.h` for Canvas
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draw-merge layer redraws, depth export merged-layer rendering, NodeCanvas
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draw-merge layer redraws, depth export merged-layer rendering, NodeCanvas
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@@ -3056,6 +3056,15 @@ Results:
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NodeCanvas cached/live layer redraws, and desktop VR layer redraws, while
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NodeCanvas cached/live layer redraws, and desktop VR layer redraws, while
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sampler/texture binding, render-task ordering, per-frame alpha updates, and
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sampler/texture binding, render-task ordering, per-frame alpha updates, and
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draw execution remain in retained code.
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draw execution remain in retained code.
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- Depth export `TextureColorize` setup now shares the retained draw-merge
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shader setup helper, while sampler/texture binding, layer color selection,
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and draw execution remain in retained Canvas code.
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- `NodeCanvas` smoothing-mask `TextureMask` setup now shares the retained
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draw-merge shader setup helper, while smoothing-mask texture binding,
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per-face MVP updates, blend state, and draw execution remain retained.
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- Slider `Color` and `ColorHue` setup now shares retained UI overlay helpers,
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while slider geometry, hue direction, border drawing, and draw execution
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remain retained.
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- `NodeCanvas` density-resolve drawing and desktop VR UI drawing now share the
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- `NodeCanvas` density-resolve drawing and desktop VR UI drawing now share the
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retained draw-merge texture shader setup helper, while render target,
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retained draw-merge texture shader setup helper, while render target,
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sampler/texture binding, viewport/state restoration, and draw execution
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sampler/texture binding, viewport/state restoration, and draw execution
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@@ -2262,10 +2262,12 @@ void Canvas::export_depth_thread(std::string file_name)
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glm::scale(glm::vec3(2));
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glm::scale(glm::vec3(2));
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m_sampler.bind(0);
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m_sampler.bind(0);
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ShaderManager::use(kShader::TextureColorize);
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pp::panopainter::setup_legacy_canvas_draw_merge_texture_colorize_shader(
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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pp::panopainter::LegacyCanvasDrawMergeTextureColorizeUniforms {
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ShaderManager::u_vec4(kShaderUniform::Col, { glm::vec3((float)(layer_index + 1) / (float)(m_layers.size() + 1)), 1.f });
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.mvp = plane_mvp_z,
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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.texture_slot = 0,
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.color = { glm::vec3((float)(layer_index + 1) / (float)(m_layers.size() + 1)), 1.f },
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});
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set_active_texture_unit(0);
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set_active_texture_unit(0);
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m_layers[layer_index]->rtt(plane_index).bindTexture();
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m_layers[layer_index]->rtt(plane_index).bindTexture();
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@@ -16,6 +16,11 @@ struct LegacyCanvasDrawMergeTextureUniforms {
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int texture_slot = 0;
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int texture_slot = 0;
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};
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};
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struct LegacyCanvasDrawMergeTextureMaskUniforms {
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int texture_slot = 0;
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glm::vec2 pattern_offset {};
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};
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struct LegacyCanvasDrawMergeTextureAlphaUniforms {
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struct LegacyCanvasDrawMergeTextureAlphaUniforms {
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glm::mat4 mvp { 1.0f };
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glm::mat4 mvp { 1.0f };
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int texture_slot = 0;
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int texture_slot = 0;
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@@ -32,10 +37,18 @@ struct LegacyCanvasDrawMergeTextureBlendUniforms {
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float alpha = 1.0f;
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float alpha = 1.0f;
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};
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};
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struct LegacyCanvasDrawMergeTextureColorizeUniforms {
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glm::mat4 mvp { 1.0f };
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int texture_slot = 0;
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glm::vec4 color { 1.0f };
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};
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struct LegacyCanvasDrawMergeShaderExecution {
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struct LegacyCanvasDrawMergeShaderExecution {
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std::function<void(kShader)> use_shader;
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std::function<void(kShader)> use_shader;
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std::function<void(kShaderUniform, int)> set_int;
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std::function<void(kShaderUniform, int)> set_int;
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std::function<void(kShaderUniform, float)> set_float;
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std::function<void(kShaderUniform, float)> set_float;
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std::function<void(kShaderUniform, const glm::vec2&)> set_vec2;
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std::function<void(kShaderUniform, const glm::vec4&)> set_vec4;
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std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
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std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
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};
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};
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@@ -45,10 +58,24 @@ struct LegacyCanvasDrawMergeShaderExecution {
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.use_shader = [](kShader shader) { ShaderManager::use(shader); },
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.use_shader = [](kShader shader) { ShaderManager::use(shader); },
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.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
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.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
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.set_float = [](kShaderUniform uniform, float value) { ShaderManager::u_float(uniform, value); },
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.set_float = [](kShaderUniform uniform, float value) { ShaderManager::u_float(uniform, value); },
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.set_vec2 = [](kShaderUniform uniform, const glm::vec2& value) { ShaderManager::u_vec2(uniform, value); },
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.set_vec4 = [](kShaderUniform uniform, const glm::vec4& value) { ShaderManager::u_vec4(uniform, value); },
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.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
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.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
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};
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};
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}
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}
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inline void apply_legacy_canvas_draw_merge_mvp(
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const glm::mat4& mvp,
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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{
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execution.set_mat4(kShaderUniform::MVP, mvp);
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}
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inline void apply_legacy_canvas_draw_merge_mvp(const glm::mat4& mvp)
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{
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apply_legacy_canvas_draw_merge_mvp(mvp, legacy_shader_manager_draw_merge_execution());
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}
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inline void setup_legacy_canvas_draw_merge_checkerboard_shader(
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inline void setup_legacy_canvas_draw_merge_checkerboard_shader(
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const LegacyCanvasDrawMergeCheckerboardUniforms& uniforms,
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const LegacyCanvasDrawMergeCheckerboardUniforms& uniforms,
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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@@ -79,6 +106,21 @@ inline void setup_legacy_canvas_draw_merge_texture_shader(
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setup_legacy_canvas_draw_merge_texture_shader(uniforms, legacy_shader_manager_draw_merge_execution());
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setup_legacy_canvas_draw_merge_texture_shader(uniforms, legacy_shader_manager_draw_merge_execution());
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}
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}
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inline void setup_legacy_canvas_draw_merge_texture_mask_shader(
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const LegacyCanvasDrawMergeTextureMaskUniforms& uniforms,
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::TextureMask);
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execution.set_int(kShaderUniform::Tex, uniforms.texture_slot);
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execution.set_vec2(kShaderUniform::PatternOffset, uniforms.pattern_offset);
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}
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inline void setup_legacy_canvas_draw_merge_texture_mask_shader(
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const LegacyCanvasDrawMergeTextureMaskUniforms& uniforms)
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{
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setup_legacy_canvas_draw_merge_texture_mask_shader(uniforms, legacy_shader_manager_draw_merge_execution());
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}
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inline void setup_legacy_canvas_draw_merge_texture_alpha_shader(
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inline void setup_legacy_canvas_draw_merge_texture_alpha_shader(
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const LegacyCanvasDrawMergeTextureAlphaUniforms& uniforms,
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const LegacyCanvasDrawMergeTextureAlphaUniforms& uniforms,
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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@@ -116,4 +158,20 @@ inline void setup_legacy_canvas_draw_merge_texture_blend_shader(
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setup_legacy_canvas_draw_merge_texture_blend_shader(uniforms, legacy_shader_manager_draw_merge_execution());
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setup_legacy_canvas_draw_merge_texture_blend_shader(uniforms, legacy_shader_manager_draw_merge_execution());
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}
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}
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inline void setup_legacy_canvas_draw_merge_texture_colorize_shader(
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const LegacyCanvasDrawMergeTextureColorizeUniforms& uniforms,
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const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::TextureColorize);
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execution.set_int(kShaderUniform::Tex, uniforms.texture_slot);
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execution.set_vec4(kShaderUniform::Col, uniforms.color);
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execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
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}
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inline void setup_legacy_canvas_draw_merge_texture_colorize_shader(
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const LegacyCanvasDrawMergeTextureColorizeUniforms& uniforms)
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{
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setup_legacy_canvas_draw_merge_texture_colorize_shader(uniforms, legacy_shader_manager_draw_merge_execution());
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}
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} // namespace pp::panopainter
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} // namespace pp::panopainter
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@@ -3,6 +3,7 @@
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#include "app_core/app_dialog.h"
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#include "app_core/app_dialog.h"
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#include "foundation/result.h"
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#include "foundation/result.h"
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#include "node.h"
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#include "node.h"
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#include "shader.h"
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#include <functional>
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#include <functional>
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#include <memory>
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#include <memory>
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@@ -15,6 +16,20 @@ class NodeProgressBar;
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namespace pp::panopainter {
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namespace pp::panopainter {
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inline void configure_legacy_slider_color_shader(const glm::mat4& mvp) noexcept
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{
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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}
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inline void configure_legacy_slider_hue_shader(const glm::mat4& mvp, int direction) noexcept
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{
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ShaderManager::use(kShader::ColorHue);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_int(kShaderUniform::Direction, direction);
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}
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void initialize_legacy_overlay_node(App& app, Node& node);
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void initialize_legacy_overlay_node(App& app, Node& node);
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void destroy_legacy_node(Node& node);
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void destroy_legacy_node(Node& node);
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@@ -726,9 +726,11 @@ void NodeCanvas::draw()
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if (m_canvas->m_smask_active)
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if (m_canvas->m_smask_active)
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{
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{
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ShaderManager::use(kShader::TextureMask);
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pp::panopainter::setup_legacy_canvas_draw_merge_texture_mask_shader(
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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pp::panopainter::LegacyCanvasDrawMergeTextureMaskUniforms {
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
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.texture_slot = 0,
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.pattern_offset = m_outline_pan,
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});
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set_active_texture_unit(0);
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set_active_texture_unit(0);
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apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
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apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
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@@ -740,7 +742,7 @@ void NodeCanvas::draw()
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m_canvas->m_plane_transform[plane_index] *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1.f));
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glm::translate(glm::vec3(0, 0, -1.f));
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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pp::panopainter::apply_legacy_canvas_draw_merge_mvp(plane_mvp);
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m_canvas->m_smask.rtt(plane_index).bindTexture();
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m_canvas->m_smask.rtt(plane_index).bindTexture();
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m_face_plane.draw_fill();
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m_face_plane.draw_fill();
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m_canvas->m_smask.rtt(plane_index).unbindTexture();
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m_canvas->m_smask.rtt(plane_index).unbindTexture();
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@@ -38,9 +38,7 @@ void NodeSliderH::draw()
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glm::mat4 pos = glm::translate(glm::vec3(cur_pos , 0));
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glm::mat4 pos = glm::translate(glm::vec3(cur_pos , 0));
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auto mvp = m_proj * pos * scale;
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auto mvp = m_proj * pos * scale;
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ShaderManager::use(kShader::Color);
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pp::panopainter::configure_legacy_slider_color_shader(mvp);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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m_plane.draw_fill();
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m_plane.draw_fill();
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}
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}
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@@ -162,10 +160,9 @@ glm::vec4 NodeSliderHue::get_hue()
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void NodeSliderHue::draw()
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void NodeSliderHue::draw()
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{
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{
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ShaderManager::use(kShader::ColorHue);
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pp::panopainter::configure_legacy_slider_hue_shader(
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::scale(glm::vec3(1, -1, 1)));
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m_mvp * glm::scale(glm::vec3(1, -1, 1)),
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//ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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m_comp);
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ShaderManager::u_int(kShaderUniform::Direction, m_comp); // set vertical
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m_plane.draw_fill();
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m_plane.draw_fill();
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NodeBorder::m_color = glm::vec4(0);
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NodeBorder::m_color = glm::vec4(0);
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NodeSliderH::draw();
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NodeSliderH::draw();
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Reference in New Issue
Block a user